MMORPGs in the Educational Arena By Patrick LaPollo Jr.

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Presentation transcript:

MMORPGs in the Educational Arena By Patrick LaPollo Jr.

This is an estimation of how adoption of this this innovation might look over five years. This innovation is not a mainstream model and there is no adoption data for comparison. The graph is based on the distillation of the study, I propose that the number of adopters in the field of education will resemble an S-curve over time. Few adopters during the first two years. Gradually, the rate will rise and then speed up until it reaches its max (55%), then it will stabilize.

The leader of the MMORPG market is World of Warcraft. Looking at how many people are active subscribers reveals the growing popularity of this this genre. This data resembles an S- Curve (worldwide subscribers). Examining this information helps to establish the popularity of MMORPGs and contributes to the proposed S-Curve Adoption of MMORPGs as a educational model.

Image From Microsoft Clip Art

 Campello de Souza, B., de Lima e Silva, L., & Roazzi, A. (2010). MMORPGS and cognitive performance: A study with 1280 Brazilian high school students. Computers in Human Behavior, 26(6), doi: /j.chb  Images- All images, sans charts, from Microsoft clip via PowerPoint  Rogers, E. M. (1995). Diffusion of innovations (5th ed.). New York, NY: Free Press.