Metagame Book Club

Yesterday I started reading For the Win by Cory Doctorow and am currently downloading World of Warcraft – yes, it’s true. As total n00b, I am a bit intimidated, but I know that I am in good hands. I am doing all of this as part of a book club – the #Metagame Book Club+. I learned about this group through the ISTE Virtual Environments Network and as a non-gamer who teaches gamers, I look forward to learning from these dedicated educators, researchers, and gamers about how to better understand the gaming world.

For now, I’m just trying to take it all in and I have so many questions:

  1. How many hours do people typically spend playing these games?
  2. What are the most popular games?
  3. What are the most welcoming gaming communities?
  4. How do these communities reflect “real life”?
  5. Why do they stop playing?

…and so many more.

I will continue to document my experience here.

Thinking about Virtual Learning Environments

Today I [read about the Metaverse]( that Facebook is said to be developing. Naturally it made me think about education and whether this will be a space that learners will engage with in the near future.

I see any virtual space as a possible collaborative space, but like any other social gathering place, the success of the space depends on who participates. As we have seen with other tools, the community is what really makes them successful. Additionally, within that community only a small set of individuals are contributing information, while many more are simply there to observe.

In 2006, I remember “taking” my students to Second Life. I showed them some university and NASA islands and they thought it was an interesting space, but they never became interested beyond my initial introduction. They preferred to communicate on [Facebook](, a platform that I now see replaced, at least in my high school classrooms, by (, [tumblr](, and [snapchat]( Will this Facebook Metaverse really be “the first billion-person game?”