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Second Life and World of Warcraft: Harnessing Presence Learning

Second Life and World of Warcraft: Harnessing Presence Learning
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Author(s): Chaka Chaka (Walter Sisulu University, South Africa)
Copyright: 2012
Pages: 19
Source title: Handbook of Research on Practices and Outcomes in Virtual Worlds and Environments
Source Author(s)/Editor(s): Harrison Hao Yang (State University of New York at Oswego, USA)and Steve Chi-Yin Yuen (The Univeristy of Southern Mississippi, USA)
DOI: 10.4018/978-1-60960-762-3.ch012

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Abstract

This chapter explores the potential both Second Life (SL) and World of Warcraft (WoW) as instances of a virtual world (VW) and a massively multi-player online role-playing game (MMORPG), respectively, have for leveraging presence learning. The latter encapsulates, in this chapter, presence pedagogy, tele-presence, co-presence, social presence, and cognitive presence as mediated by both SL and WoW. In this context, this chapter contends that both SL and WoW help harness presence learning. Against this background, the chapter first provides a brief overview of SL, WoW, and presence learning. Second, it presents and discusses seven case studies demonstrating how both SL and WoW help harness presence learning. Third and last, the chapter outlines future trends for presence learning in respect of both SL and WoW.

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