Many genres of commercial games have social elements where many players play at once and have various types of interactions. A few projects have integrated this type of massiveness into educational games as well. There are many benefits to this design element such as the ability to collect large amounts of data, access to large pools of collaborators, potential to find mentors, and a “live” feel to the game world. However, there are also drawbacks in the amount of infrastructure and resources needed to get massive games up and running. This panel will discuss the value of massiveness in educational games and whether it’s worth the resources to build them, drawing on current examples of educational projects.
- 1 view