Final Research Paper
Final Research Paper
Final Research Paper
HFI
FINAL RESEARCH PAPER
Author Note
Abstract
games, multiplayer online games have gradually occupied a considerable part of the
game market and become a choice for people to play electronic games. At the same
time, the popularity of multiplayer online games is also developing at a younger age,
and many underage students are exposed to and spend a lot of time playing these
games. Especially in China, multiplayer online games are very popular among
students through the medium of mobile phones. People from all walks of life are so
concerned about the negative impact of these multiplayer online games on students
that the country has even issued relevant laws and regulations to restrict minors from
playing such games. However, the positive effects of these massively multiplayer
online games on students' education are rarely discussed and studied. This causes
people, especially parents of students, to have a biased view of the actual impact of
such games. In fact, because these groups of students spend a lot of time in massively
multiplayer online games, these games must have a profound impact on student
learning and greatly change the traditional education model. In an effort to dispel
stereotypes about the impact of multiplayer online games on students, and to examine
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the impact of these games on classrooms and education, we interviewed 8 12th grade
these students played multiplayer online games, the types of games they played, and
how well they performed in those games. We also looked at their performance in the
classroom and, most importantly, the impact of multiplayer online games on how
these students collaborate to achieve their academic goals.The results showed that
these students played CS2, PawWorld, and Battle Field 5 for more than 20 hours per
week. The majority said that many of the friends they met in school and those they
worked with to achieve academic goals in class formed friendships through playing
made up of multiplayer online gamers have better teamwork skills and deeper
Introduction
Massive Multiplayer Online Game (MMOG) is a kind of video game that
contains a large number of players on the server at the same time and usually contains
a large map or an open world for the free movements of players. Although it is most
commonly seen on laptops and personal computers, it can also occur on other devices
such as mobile phones, PlayStation, and XBOX. Some examples of the most played
MMOG are Minecraft, PalWorld, and League of Legends. In most Massive
Multiplayer Online Games, people cooperate with teammates to compete with others
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for certain goals. There are diverse forms of interactions between teammates, such as
instant audio messages, sending texts, sending emojis, and shortcut preset signals
(marks on the maps, information like the existence and directions of enemies…). As
entertainment has emerged and become popular in the recent few decades, few effects
have been discovered to be brought by Massive Multiplayer Online Games. Most
commonly, Massive Multiplayer Online Games are criticized to be addictive, even
causing mental illnesses to people (Lam, 2014). Many researchers also pointed out
that it helps people to release pressure and playing with real-life friends helps to
improve social bonds (Raith et al., 2021).
However, it should be realized that there is a great potential for Massive
Multiplayer Online Games for educational purposes omitted by people because of the
enormous physical and mental detriment to people, especially students who have not
yet developed mature minds to be self-disciplined.
Hence, researching the cultivation or improvements of certain abilities while
students are playing Massive Multiplayer Online Games can potentially encourage the
effective application
This essay will focus on the effects of Massive Multiplayer Online Games on
students specifically. Jumping out of conventional thinking, the drawbacks of playing
Massive Multiplayer Online Games will not discussed, only focusing on the
educational purpose. Fully understanding the positive functions of Massive
Multiplayer Online Games will help educational workers understand the positive
elements of Massive Multiplayer Online Games and effectively adopt the ones that
would improve students’ abilities while choosing or creating educational online
games, and encourage the combination of technology in education.
Conceptual Framework
The study is informed by Transfer of Learning theory, emphasizing that Learning
transfer happens when acquiring knowledge in a particular setting or with a specific
set of materials influences one's performance in a different context or with related
materials. (Perkins, 1992). In the field of the Multiplayers online video games and
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Education, Author David N. Perkins’s theory (1992) explained that the cooperation
technique can be learned in Multiplayer online video games, and it will be transferred
into the reality, supporting the education. His theory has a great meaning upon
discovering the effect of learning multiple fields. Specifically, he believes that people
can transfer their knowledge, skills, and techniques in one field to another when there
is similar situations, contexts, or settings. In our research context, teamwork, an
important educational skill that will be useful for students throughout their lives, can
be taught by Multiplayer online games. Meanwhile, due to the similar context
between online games and classroom, which requires the participants to solve a
problem together, the theory support our idea that the cooperation ability will be
transferred to classroom in learning context. Therefore, we believe Multiplayer Online
Games teach students to perform well in groupwork, and they have great effect on
education.
Literature Review
The acquisition of skill and expertise in massively multiplayer online games
(MMOGs) varies significantly from traditional single-player gaming experiences.
(Schrader) Unlike solo gaming, where the player typically navigates a pre-
programmed storyline and faces AI-controlled challenges, MMOGs introduce a
dynamic social component. In MMOGs, players engage with a vast online
community, forming alliances, competing against real human opponents, and
navigating intricate virtual economies. The acquisition of skills in MMOGs often
involves collaboration, communication, and adapting to the unpredictable strategies
employed by other players, setting it apart from the more linear and predictable nature
of single-player games.
Despite the distinctive features of MMOGs, there are notable similarities in the
acquisition of skills when compared to other gaming contexts. One commonality is
the necessity for players to develop a deep understanding of game mechanics,
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strategies, and the virtual environment. In both MMOGs and traditional games,
players must hone reflexes, decision-making abilities, and resource management
skills. Additionally, the trial-and-error learning process is universal, where players
refine their techniques through repeated gameplay. The importance of practice,
dedication, and a strategic mindset remains constant across various gaming platforms,
highlighting shared elements in skill acquisition. Exploring the acquisition of skill and
expertise specifically in massively multiplayer online games unveils the intricate
dynamics that set this gaming genre apart. In MMOGs, players not only master the
game mechanics but also navigate a complex social landscape. The collaborative
nature of MMOGs promotes team-building skills, strategic thinking, and adaptability,
as players engage with real individuals from diverse backgrounds. Furthermore, the
constant updates and expansions in MMOGs demand ongoing learning and
adaptation, creating a continuous skill development cycle. Understanding the nuances
of skill acquisition in MMOGs provides valuable insights into the evolving nature of
gaming and the multifaceted competencies required in these virtual realms. ( Stone, et
al)
Research Questions/Hypotheses
RQ2: What are the potential challenges or drawbacks associated with the integration
of FPS team-based competitive games in high school settings in relation to teamwork?
Methods
Context
This study is an interview project that explores the relationship between Massive
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Participants
As for the participants, we recruited X number of students aged between 14 and 17,
including both females and males. These students utilized Chinese at home and in
their daily lives, displaying a multilingual background by using both Chinese and
English at school. Utilizing survey methodology, we employed a questionnaire
developed by (XYZ, Year) to capture students' perceptions and satisfaction regarding
FPS team-based competitive games and their impact on teamwork.
Measures/Instruments
In order to find the most accurate data, we will mainly target high school students
with HFI for this study. We will conduct a random sampling of the SCNU population
and select six to ten students who usually enjoy playing MMOG for interviews. The
purpose is to inquire about the impact of MMOG games on team collaboration for
them, while making this exploration more personalized and closer to the daily lives of
HFI international students.
Procedures
First, in order to effectively measure the variables in the investigations, an interview
is conducted in order to reveal the effects of different variables. The interview will
contain a few open questions, covering topics from frequency of playing games to
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subjective opinion on the effect of MMOG. Second, after understanding the goal of
the study, participants will sign the prepared consent to agree to enroll in the research.
Finally, The answers will be collected by audios for further analysis. The answers will
go through contrasive analysis to look for common and different elements to find out
effects of MMOG.
Data Analysis
According to the results of the interviews we obtained, people's teamwork ability was
significantly enhanced after playing a team game, such as fps. In our interview, we
adopted the method of principal component analysis, which extracted the important
information with the highest occurrence rate from the answers of 11 interviewees, and
analyzed the frequency of occurrence of these information to judge the most helpful
information (Smith, J. D. 2020).
Almost all of the interviewees mentioned that their ability to communicate with others
became much better when they played competitive team games. Under normal
circumstances, when people conduct academic communication, there is a certain gap
due to different opinions when they understand each other's viewpoints, which will
reduce their communication efficiency. But as Allen says, "Playing competitive team
games, where constantly interacting with strangers and trying to quickly understand
and absorb what they're saying, has greatly improved my ability to communicate with
others, especially strangers."
Similarly, many respondents believe that teamwork games greatly improve people's
ability to communicate with others, because communication with others is a very
important part of teamwork games. Therefore, in the process of playing team games,
their ability to communicate and cooperate with others is also improved. This is a way
to exercise communication skills, which is difficult to access in daily life, and there
are few opportunities to communicate with others for a long time.
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Conclusion
Discussion
In this experiment, we conducted interviews with high school students in
Guangzhou and reported on certain types of games. By summarizing the above
content, MMOG games are subjectively a very good way for students to exercise their
teamwork ability. By interviewing 8 12th grade international students in Guangzhou,
China, we investigated the impact of multiplayer online games on their learning. They
have shown a high evaluation of MMOG type games and a positive correlation with
team collaboration. Most people acknowledge that MMOG games not only provide
them with more gaming experiences, but also enhance their abilities in teamwork,
communication, and more. It is a positive improvement for high school students.
Because MMOG is an essential factor for player communication, it forms a good
closed loop. Zoom into what the passage mention about, Massive Multiplayer Online
Games are criticized to be addictive, even causing mental illnesses to people (Lam,
2014). However, our research shows that MMOG might cause these problem but only
with little possibility. Under such conditions, we think game companies should pay
more attention to the rationality and balance of game team cooperation and increase
the possibility of interaction between players, such as adding videos and other means
of communication. Meanwhile, schools should also encourage students to socialize in
such games.
Limitation
Although we have interviewed some representative figures, we cannot avoid the
possibility of being too subjective or too one-sided, lacking some data for practical
communication and application. Further research may be needed to fill the gap and
supplement more data and data analysis. At the same time, there may be some
variables such as player personality or specific game differences, which need further
supplementation and research in the future (such as analysis of MOBA games)
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Works Cited
Ruipérez-Valiente, J. A., & Kim, Y. J. (2020). Effects of solo vs. collaborative play in a
digital learning game on geometry: Results from a K12 experiment. Computers &
Sun, L., Ruokamo, H., Kangas, M., & Siklander, P. (2022). Effects of Collaborative
Digital Gameplay on Students’ Three Dimensions of Engagement in Mathematics.
International Journal of Game-Based Learning, 12(1).
Engels, E. S., & Freund, P. A. (2020). Effects of cooperative games on enjoyment in physical
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Lam, L. T. (2014). Risk Factors of Internet Addiction and the Health Effect of Internet
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Raith, L., Bignill, J., Stavropoulos, V., Millear, P., Allen, A., Stallman, H. M., Mason, J., De
Regt, T., Wood, A., & Kannis-Dymand, L. (2021). Massively Multiplayer Online
698799. https://doi.org/10.3389/fpsyg.2021.698799
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Schrader, P. G., & McCreery, M. (2007). The acquisition of skill and expertise in massively
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