I have to confess that I'm at a bit of a loss to intelligently reply to the questions this week. My professional experience with online affinity spaces is slim to none and so the only meaningful input I could offer would be a regurgitation of what I've read and watched this week. I wouldn't wish that on anyone :) .
I teach a grade 2 French Immersion class and the only digital tool I use with them is our class blog. I find it indispensable as a means to communicate with both students and parents as I share what is being studied, new vocabulary, photos, and links to helpful web sites. Parents do enjoy leaving comments and while I have encouraged my students to do the same, they are reticent to participate in this way - preferring to visit the blog to view photos of themselves and their friends. I suppose that at the tender age of 6 and 7, they prefer to consume rather than to create - their participation in the blog is their (strong) desire to view it and to appear within it.
One of my sons plays an MMOG everyday. I'd like to say that I embrace his devotion to today's online affinity spaces and high tech entertainment but, more often than not, it's a cause of tension in the house. Why? He has become so involved in the game that we have had to co-create a contract to ensure that does not entirely disengage from his other life. His "addiction" is powerful enough that he forgets to eat and even go to the bathroom.
The game is called League of Legends (LOL). It is an MMOG which he describes as addictive, exciting, and thrilling. The purpose of the game is to destroy the enemy nexus (whatever that is) in collaboration with his team. His LOL friends are international and range in age from (he believes) 8 to "really old" (that could be 30 for all I know!!!). Communication occurs via audio chat as well as "pinging" which is apparently a code created from dots. These dots take various forms or patterns and each string holds different meanings, for example, "help me", or "come over here". I assume that this coded form of communication has been developed to compensate for language barriers. He knows that some of his friends are from France, Russia, and other European countries, as well as North America. I am fascinated by his activities in the game and am also blown away by the graphic interface.
The negative side to his penchant for this game is however that, given the choice, he would live solely in his virtual world and eschew the relationships he has with his "physical" friends and family, not to mention his piano practise, exercise, and opportunities to engage with the outdoors.
Throughout this course, I've been wrestling with my son's reality versus the idea that digital technologies can increase engagement and enhance learning outcomes. I think I need to hope that one of his teachers will see the light and introduce a unit that allows me to see this transformation for myself!
A question which occurred to me today was: How do games like League of Legends (LOL) make money? There was no initial outlay of funds for the basic game either via download or a trip to EB Games... I know that my son doesn't spend any money on LOL as holding onto his cash is the one and only thing that he would prioritize over gaming! I looked it up and it would appear that, in LOL, there are over 32 million accounts. Within the game is the option to buy items such as a new "skin" for your character. While the amount to pay is very low, it is estimated (by the bloggers I've been reading) that at least 1 million of these players makes a purchase from the store. This is otherwise known as a micro-transaction business model that is similar to games you might find on FaceBook. Fascinating. So fascinating that there are over 32 million accounts and even more fascinating that players are invested ('scuse the pun) deeply enough to pay funds to change a skin!