Defining and Understanding Virtual Worlds
By Karl M. Kapp
Virtual worlds just might be the future of e-learning.
It is enough to make a learning professional’s head spin. Every day there is a new story about online worlds providing new learning environments. Articles and books are describing how a generation raised on video games is invading the workplace and demanding new online learning environments. Unfortunately, for those not on the bleeding edge of game technologies, all this talk of virtual worlds, avatars, MMORPGs, metaverses, and microworlds seems right out of a science fiction novel and, in some cases, it is.
Here are a few examples. Cisco Systems, the company that creates Internet networks, has developed a training island in the virtual 3D world known as Second Life. The training island has classrooms, areas for students to mix and mingle, and a teleportation system. Learners move around the large virtual campus, by sitting on a teleporter and magically appearing at a desired location.
IBM, the computer consulting company, also has launched a number of workplace learning initiatives within Second Life. IBM is exploring how to conduct new employee orientation in virtual environments, as well as how to establish a mentoring process within these new worlds. It is not uncommon to see two virtual people fly overhead discussing business issues as the 3D world passes beneath.
Corporate initiatives are simply following the lead of academics who have been staking real claims in cyberspace. There are more than 70 colleges and universities that have campuses or classrooms in Second Life. The National Science Foundation (NSF) has funded a number of virtual projects through the work of the VITAL Laboratory at Ohio University. These online learning environments are filled with avatars roaming around the classroom conducting virtual experiments and applying real world principles to online objects.
But Second Life is not the only virtual world available. At some universities, economic courses are conducted using the virtual economy of the massively multiplayer online role play game (MMOLRPG) World of Warcraft. In World of Warcraft, students witness economic principles at work in real time as residents of the world buy, sell, and trade such goods as Powerful Mojo, Blasting Powder, Devilsaw Leather, and Black Vitriol. Students study macroeconomic forces in a confined area and then extrapolate those results to the actual economy.
Learning professionals are left in the unenviable position of trying to sort it all out. What is the difference between a metaverse and a MMORPG? What is an avatar? Is Second Life a MMORPG? Is there an online world built specifically for learning?
Defining the online worlds
One of the first things to understand is the difference between a simulation and an online world. The primary difference is that in simulations only one person is interacting with the software at a time. You encounter a virtual character like a doctor and he or she responds to you based on a pre-programmed script. While a group may work together to help make decisions while observing the learner navigating through the simulation, the learner is only interacting online with the program behind the simulation.
In an online world, multiple learners are “inside the simulation” at the same time. You can either interact with the pre-programmed items in the world or interact with other learners or instructors who are also in that world. The online world becomes the environment in which learners interact and respond to one another.
To complicate matters even further, there are several different types of online worlds, and some environments with multiple learners are called simulations. However, more descriptive label exists for those types of environments.
Having an awareness of the differences among virtual worlds and the impact they have on learners will help you make intelligent choices about which of these online worlds you might want to deploy in your organization. There are three major categories of online worlds. These are massively multiplayer online role play games (MMORPG), metaverses, and massively multilearner online learning environments (MMOLE).
MMORPG—Massively Multiplayer Online Role Play Game
In an MMORPG the player assume a role and identity not typically related to his or her real world self and attempts to earn points to move to a higher level within the game. Players become magicians, knights, priests, or warriors with special powers and interact within a persistent online world. Once a role is assumed, the player embarks on adventures or quests with a team, guild, or clan. They seek treasure, battle monsters, or accomplish other specific goals and objectives that are an inherent part of the world.
These worlds are also inhabited by non-player characters (NPCs), which are also known as a bots (presumably short for robot) or agents (like Agent Smith in The Matrix). These NPCs are not controlled by people; they are actually programs that are designed to look like characters in the game but are designed perform certain tasks or play a limited role, such as providing a clue to the treasure. NPCs operate based on pre-programmed logic.
For example, in many online role-play games there are NPCs who can be defeated to earn points or to gain wealth. Defeating these NPCs helps a player progress to the highest level in the game. Three well known examples of MMORPGs are World of Warcraft, Runescape and Everquest.

Figure 1: Teaming up to defeat Ragnaros,
the god of fire, in the MMORPG War of Warcraft.
Most MMORPGs require players to work together to achieve certain goals. In World of Warcraft, a variety of players with different skills and roles join forces to achieve success in many of the quests. For example, to defeat Ragnaros, a giant seething fire god (and one of the game’s signature foes), you need a guild of some 40 people to assume such roles as mages, hunters, healers, warlocks, or priests. Each player involved in the attack of Ragnaros performs a different task. The tasks are related and are interdependent. For instance, a player acting as a warrior may be doing battle and receiving a high level of damage but be kept alive by a spell cast by a fellow player acting as a mage.
MMORPGs are used to teach concepts related to the real world through examples. It is possible to completely corner a market in an MMORPG and then observe the repercussions where that is not possible in real life. One can also observe interactions between and among players to understand teamwork, group goals, and other social interactions. However, the fantasy aspects of most MMORPGs make it difficult to apply the use of these games within a work setting.
Metaverse
Metaverse is a term coined in 1992 by Neal Stephenson's science fiction novel Snow Crash. The term embodies Stephenson's vision of how a virtual reality-based Internet might evolve in the future. The term has come to represent the idea of an online 3D world inhabited by avatars controlled by their real-life counterparts.