Convergence of the Real and the Virtual: The First Scientific Conference in World of Warcraft
May 16, 2008
You may have heard your students talking about questing or getting their epic mounts or selling bars of gold on the auction house. If you have, you’re probably dealing with a World of Warcraft player.
As a long-standing gamer and a doctoral student interested in virtual worlds and games and their potential use for teaching, I was thrilled to learn that a recent issue of Science magazine called for participation in a unique conference – one that would take place within the massively multiplayer online game, World of Warcraft (WoW). For three days in May, participants in the Convergence of the Real and the Virtual conference created characters and joined players from around the world to participate in scholarly discussions about the game while hanging out in a virtual world.
The conference was comprised of three sessions: one about the possibilities for research within the game, one about the relationship between the game and the “real world,” and one about the future of such virtual worlds.
I was particularly drawn to the second session because it featured both Constance Steinkuehler who researches the potential for learning and literacy in games, and Julian Dibbell, who researches cultural and sociological aspects of games. These scholars are two of my most favorite within this community. This particular session shed some light on the learning potential in games.
Steinkuehler believes there’s serious learning and knowledge creation that occurs as a result of playing WoW. For instance one conference participant related a story about how his son wanted to find a specific pet within the game (yes, players can have virtual pets in the game) and spent several hours researching how to find and obtain such a pet. This example uniquely illustrates the development of critical thinking, research skills, and strategic planning - indispensable skills in high school, college and beyond. Other threads of discussion in this session included the notions of:
- How real is a friend in WoW?
- Are the relationships that are formed in-game meaningful?
- Is the social space of the game completely different from real life, or does it simply mimic real life?
- Can leadership be learned in WoW?
- Can skills developed within the game world transfer to the real world?
If you are interested in learning more about the potential for learning in games, I recommend you start with Steinkuehler’s work. After all, 10 million people play WoW; and some of them might be your students! -LAURA CHRISTOPHERSON

I love
From what I can tell, Mind Mapping is all the rage right now, and I should probably learn how to do it. In fact, you should, too. Lucky for us both, that information is made available at 



Tom and Jerry was by far my least favorite cartoon growing up. I mean, I’d already gotten a handle on the predator-prey dynamic from the Road Runner and Wile E. Coyote. Plus Sylvester and Speedy Gonzales provided me with all the cat and mouse hijinks I’d ever need, thank you very much. But most importantly, Tom and Jerry are profoundly unfunny.