Communication in Adolescent Environments
Study of the communication process in youth environments with a primary focus on formal and informal learning. Includes critical analysis of communication in contemporary instructional settings and the development of communication strategies for teaching and learning.
Class Description
The advent of high-speed Internet connections and sophisticated computer graphics has paved the way for massively multiplayer on-line role-playing games such as Everquest, Ultima Online, and Asheron's Call. The popularity of these virtual environments is staggering. At this very moment, more than 90,000 players are simultaneously interacting with one another in the world of Everquest. This is three times the total number of students enrolled at the University of Washington.
In this course, we will conduct an ethnographic study of the behaviors, cultural practices, and motivations of MMORPG players. The course packet will include readings that focus on role-playing, video games, virtual community, and the construction of identity on-line. Extensive attention will also be given to discussions of methodologies for conducting on-line research.
There is not a required textbook, but students are expected to purchase a copy of the course packet. Students will also be required to purchase an Everquest subscription, as a significant amount of class time will be spent in the virtual world. For more information, please contact Aaron at
redwood@u.washington.edu
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The information above is intended to be helpful in choosing courses. Because the instructor may further develop his/her plans for this course, its characteristics are subject to change without notice. In most cases, the official course syllabus will be distributed on the first day of class.
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redwood@u.washington.edu
Last Update by Aaron A. Delwiche
Date: 02/24/2003
Office of the Registrar
icd@u.washington.edu
Modified:April 15, 2004