Teaching Economics in World of Warcraft

Author:

Margitay-Becht András1

Affiliation:

1. St. Mary's College of California, USA

Abstract

This chapter is a go-to guide for education professionals (primarily in the undergraduate and graduate college-level degree programs) for understanding and designing Economics classes in World of Warcraft. The premier MMORPG of the Western world, World of Warcraft boasts a number of features that makes it an ideal sandbox for economic education. It was deliberately designed to represent a large number of important real-world institutions like trade, production, cooperation, thus it can become a platform for learning about them. Moreover, since students encounter these institutions in a vibrant virtual world setting, they not only get to verify the learned materials but can practice their applications in their day-to-day dealings with other World of Warcraft denizens. This will lead to more student engagement, better learning outcomes, a more thorough understanding of both the principles of the theory and their applications, and greatly improved knowledge retention.

Publisher

IGI Global

Reference16 articles.

1. EURO Quick server stats. (2015). Retrieved from http://www.warcraftrealms.com/eu_realmstats.php

2. Cyber-disaporas: The Effects of Migration to Virtual Worlds;D. R.Herrera;Diasporas: Revisiting and Discovering,2010

3. Fun is Learning: A Case Study of Gaming as Education in Virtual Worlds;A.Margitay-Becht;Understanding Learning-centred Higher Education,2008

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