This week in our reading of McGonigal, several valid points
are made on behalf of the gaming world and how it can fix the real world. The author discusses the idea of “collaboration
superpowers” as a way for gaming experience to contribute to a level above
mastery. As stated by Gladwell and cited
in McConigal, “ten thousand hours of practice and preparation appears to be the
crucial threshold, marking the difference between simply being good at
something and becoming extraordinary at it” (McGonigal, 2011, p.267). As many young gamers have already met this
benchmark, the idea that gamers will be above mastery suggests they may be able
to use these skills to better the world – extending beyond cyber reality.
As I have reflected upon the concept of competition in
previous blogs, this week begins to recognize how competition not only keeps us
engaged, but can be viewed as a collaborative exercise. One may not relate competition
with collaboration, but the understanding of guild lines and rules is something
to consider when looking at the bigger picture.
Furthermore, a gamer such as myself can prefer playing solo, knowing
that it still contributes to a collaborative effort.
Reviewing the examples given this week, I have been familiar
with games such as Left 4 Dead, Call of Duty, and Halo, but have no realized
how Spore and the Last Ring also fall into the collaborative realm of
gaming. I have played a little bit of Little
Big Planet, and can see how the contribution to gaming environments can not
only be a collaborative effort, but a creative and inspiring way for people to escape
reality. Possibility an example of this
in my personal experience is the game Roller Coaster Tycoon, where you can
build coasters and upload them to the web, allowing others to download and use
them in their park to generate revenue and meet thrill goals.
Looking into the Settler’s game, I suppose the first
collaborative exercise is the ability to visit other lands and provide
assistance through buffs. As you cannot
directly interact with the buildings, you can provide a level of assistance
that is engaging. Furthermore, the introduction of expeditions now adds the competitive
aspect that many seek. As I do not show
an interest in that phase of the game, it is nice that it is more of an
optional series of tasks and doesn’t prevent you from leveling up.
Of course the collaboration with other members to complete
adventures is most likely the epitome of teamwork in the Settlers game. As each adventure offers a new challenge, it
mocks that of a real battle in which communication is key, but reaching out to
others when in need can make a difference in your game. Sharing tips, buffs, resources, it all plays
a role in maximizing game outcomes and moving quickly to level up. Perhaps the only downfall I have found is
that sharing an adventure shares the experience points. In some cases, taking on an island solo has
proven to be more beneficial to my game.
McGonigal, J. (2011), Reality is broken, Broadview Press.
McGonigal, J. (2011), Reality is broken, Broadview Press.
Being such an avid gamer, did you find working collaboratively in TSO to be a nuisance? I know you eventually joined a guild, as it was part of our assignment, but did you participate in the guild? I don’t know what I would have done without my guild mates. I certainly wouldn’t have reached level 32, something you were able to do fairly quickly. I am not a gamer though and that is a real accomplishment for me. I also note, your relation of collaboration and competition. I guess I can kind of understand the relation, although not entirely. By collaborating we are completing a completion together not against each other. But what if you’re playing a game where there is not team or guild to be part of?
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