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MMORPGs in the Educational Arena By Patrick LaPollo Jr.
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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.
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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. http://www.mmogchart.com/Chart11.html
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Image From Microsoft Clip Art
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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), 1564-1573. doi:10.1016/j.chb.2010.06.001 Images- All images, sans charts, from Microsoft clip via PowerPoint Rogers, E. M. (1995). Diffusion of innovations (5th ed.). New York, NY: Free Press.
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