Figure 3 - uploaded by Constance Steinkuehler
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Screenshot from the MMO World of Warcraft showing an in-game collaborative problem-solving "raid".

Screenshot from the MMO World of Warcraft showing an in-game collaborative problem-solving "raid".

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Context 1
... MMOs, individuals engage in collaborative problem solving as a key component of regular gameplay. Here, groups of five or more players join together to tackle problems more challenging than one person alone could typically solve. For example, in World of Warcraft, players regularly enter "instances" or "raids" together to battle monsters of various sorts while making their way through, say, a dungeon or a jungle outpost (see Figure 3). Such gameplay is called "instancing" or "raiding" since, as the game is designed, the software renders the chosen area of the world as a single instance that only those members of the group can access, thereby allowing them to proceed through the game content without interruption from other players within the game space. What is curious about such activities is not the software's rendering of the content per se but rather the way in which such groups function in order to succeed. Specifically, in such endeavors, a core group takes the given task or project through completion from planning through to follow-up, functioning only on a semi-permanent basis by dissolving once the goal is completed. The group is comprised of individuals from different functional areas (for example, a healer versus a damage-dealer) yet redundancy or overlap is built into such configurations so that, should any one person need assistance, another group member is able to take up the proverbial slack. Instancing groups (or raid parties) are self- managed, with a group goal (e.g., completion of the given dungeon area) yet individual accountability (e.g., the healer must successfully heal or risk policing of their behaviors if not outright removal from the group). Such structural features are important, as they not only describe collaborative problem solving within the game but also, as luck might have it, collaborative problem-solving within many contemporary workplace settings. They are, in fact, cross-functional teams (Fredericks, & De Lia, 2005;Lindborg, 1997;Michalski, 2005;Parker, 2002) -a key feature of many of today's "new capitalist" corporate workplaces such as those found in global financing or technology. In effect, the structures of collaboration found in online games parallels the structure of collaboration that increasingly marks high-end workplaces. While it seems counter-intuitive that running instances with joint problem-solving groups in the context of a game might train an individual for teamwork in today's workplace, the similarities between the two forms of collaboration are quite striking and therefore warrant further ...

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