Massively Multiplayer Online Games as Information System: Implications for Organizational Learning

J. Tuomas Harviainen, Mikko Vesa

Research output: Chapter in Book/Report/Conference proceedingChapterScientificpeer-review

Abstract

In this chapter, we discuss the implications of the information systems structures of massively multiplayer online role-playing games to organizational learning that takes place within them or connected to them. The games consist of three interdependent information systems: an information retrieval system accessed by using game content as its keywords, a social system formed by the players, and an expanded system that extends outside of play proper, in the form of experience records like game blogs and videos. By developing their procedural literacies, players learn to analyze the systems and to compare their content and logics to the real world. In-game groups in turn use strategic practices to spread such learning organization-wide, in order to foster efficiency and better content access. By cleverly using briefing, debriefing, and strategizing procedures, real-world organizations too can then learn from these processes, as they free their members from individual learning traps and extend the lessons gained from voluntary gaming into absorptive and adaptive real-world practices.
Original languageEnglish
Title of host publicationSimulation and gaming in the network society
EditorsToshiyuki Kaneda, Hidehiko Kanegae, Yusuke Toyoda, Paola Rizzi
Number of pages15
Place of PublicationSingapore
PublisherSpringer
Publication date2016
Pages199-214
ISBN (Print)978-981-10-0574-9
ISBN (Electronic)978-981-10-0575-6
Publication statusPublished - 2016
MoE publication typeA3 Book chapter

Publication series

NameTranslational Systems Sciences
PublisherSpringer
Volume9
ISSN (Print)2197-8832
ISSN (Electronic)2197-8840

Keywords

  • 113 Computer and information sciences
  • Games
  • 516 Educational sciences
  • Organizational learning
  • 512 Business and Management
  • Learning

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