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Multimedia Presentation to The Board of Directors MMORPGs in the Educational Arena By Patrick LaPollo Jr.

MMORPGs in the Educational Arena By Patrick LaPollo Jr

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Page 1: MMORPGs in the Educational Arena By Patrick LaPollo Jr

Multimedia Presentation to The Board of Directors

MMORPGs in the Educational ArenaBy Patrick LaPollo Jr.

Page 2: MMORPGs in the Educational Arena By Patrick LaPollo Jr

Industrial Problem: Need.

Page 3: MMORPGs in the Educational Arena By Patrick LaPollo Jr

Industrial Problem

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Researching the Problem

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Research Findings

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Research Difficulties

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Proposed innovation built from research

Page 8: MMORPGs in the Educational Arena By Patrick LaPollo Jr

Innovation: production

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Innovation: manufacturing and packaging.

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Innovation: Marketing and Distribution

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Timeline: Knowledge Stage

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Timeline: Persuasion Stage

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Timeline: Decision Stage

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Timeline: ImplementationStage

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Timeline: Confirmation Stage

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Communication Channels

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S-Curve: Adoption

This is an estimation of how adoption of this this innovation might look over five years. This innovation is not a mainstream model and there is no adoption data for comparison. The graph is based on the distillation of the study, I propose that the number of adopters in the field of education will resemble an S-curve over time.

Few adopters during the first two years. Gradually, the rate will rise and then speed up until it reaches its max (55%), then it will stabilize.

Page 18: MMORPGs in the Educational Arena By Patrick LaPollo Jr

S-Curve: MMORPG MarketThe leader of the MMORPG market is World of Warcraft. Looking at how many people are active subscribers reveals the growing popularity of this this genre.

This data resembles an S-Curve (worldwide subscribers) . Examining this information helps to establish the popularity of MMORPGs and contributes to the proposed S-Curve Adoption of MMORPGs as a educational model.

http://www.mmogchart.com/Chart11.html

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Workspace Adoption Rationale:Key Innovators & Adopters

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Stratagems: Why adopt?

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Naysayers: What to do?

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Critical Mass

Image From Microsoft Clip Art

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Decentralization Approach

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Change Agents

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“Champion”: What do weneed?

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“Champion”: Role

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FINAL SLIDE!: Move ahead orrisk being left behind.

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References

Campello de Souza, B., de Lima e Silva, L., & Roazzi, A. (2010). MMORPGS and cognitive performance: A study with 1280 Brazilian high school students. Computers in Human Behavior, 26(6), 1564-1573. doi:10.1016/j.chb.2010.06.001

Images- All images, sans charts, from Microsoft clip via PowerPoint

Rogers, E. M. (1995). Diffusion of innovations (5th ed.). New York, NY: Free Press.