World of Warcraft as a College Course?
Economics Professor Proposes a Class Focused on the Online Game
Classes focused on popular media aren't such a radical concept anymore. Frostberg State offers a class titled "The Science of Harry Potter," the University of California at Berkeley has "Simpsons and Philosophy" in its course catalog, and Georgetown University's "Philosophy and Star Trek" lets students discuss the venerable sci-fi show.
But why devote an entire course to World of Warcraft?
In his blog, Friedman states that he is a player himself. He sees firsthand the intricate economy within the system, which allows players to buy, sell, and trade items. The game illustrates basic economic principles (supply and demand), as well as more complex issues (cartels and predatory pricing).
Friedman also touts the easiness of tracking how prices change. He writes: "Prices are readily observed-starting prices, buyout prices, relative prices at one time, changes over time." This makes the game ripe for research opportunities and perhaps students would better understand market principles if presented through their favorite game.
Of course, not everyone would be amused with such a proposal. Harold Bloom, a professor at Yale, frequently decries basing college courses on popular culture. If he catches wind of this course, you can be sure he'll write a blistering commentary as he did for Harry Potter. But popular culture surely has a place for study. However, finding the right scholarly side to a work is key.
So is Friedman's idea worthy of collegiate study, or, at the very worst, an advertisement for World of Warcraft?
As shown through his blog post, there can be academic merit to his idea. One university is already studying online video games. Indiana University established The Synthetic Worlds Initiative, which is centered on research related to virtual worlds. So far, researchers have published eight papers on "synthetic worlds." They've found that virtual worlds' economies tend to mimic the real world's, and people's avatars tend to reflect their user's personalities and attitudes. They even study the game developers as "government actors." Friedman's course, if pursued, could produce some fascinating findings of their own.
While it's unclear whether Friedman will formerly propose such a World of Warcraft course (he does offer help to any professors who wish to try), it certainly wouldn't be the oddest class a college has ever offered. "Art of Walking," anyone?
Sources:
Conradt, Stacy. "12 College Classes We Wish Our Schools Had Offered." Mental Floss. http://www.mentalfloss.com/blogs/archives/8466/3/
Friedman, David. "World of Warcraft: A Course Proposal." http://daviddfriedman.blogspot.com/
Peckham, Matt. "Could World of Warcraft be a College Class?" http://www.pcworld.com/article/156981/could_world_of_warcraft_be_a_college_class.html
The Synthetic Worlds Initiative. http://swi.indiana.edu/
"Top 10 Odd College Courses." Kaplan. http://encarta.msn.com/college_article_oddcourses/top_10_odd_college_courses.html
Published by Shannon Lausch
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5 Comments
Post a CommentBrilliant, actually, the idea of teaching complex subjects in creative ways--just gets more people excited.
We could definitely apply industrial organization microeconomics on this. We better brush up our econometrics to properly model wow gold trends and flows.
Why do I feel like it's a big excuse to play World of Warcraft at school? Kidding aside, I think that anything under the sun can become a viable field of study.
While they're on the subject of the in-game market, why not tackle the effects of RMT and the sale of WoW Gold?
hubby and I plan to sign up for this after we get some of our bills paid off... I was a huge EQ fan for years, got tired of trying to find hunting parties and quests tho..
Wow! This is a first, at least a first for me!