Brian J. King
C&TE 665
31 March 2008
Using a MMORPG to Teach about New Media & Web 2.0 Business Models & Competition in
INTRODUCTION
As our society and our technology evolves so have our business models and with this to
survive in the highly competitive marketplace today’s business people must become highly
aware, adaptable, and agile to stay afloat. Existing marketplaces are generally saturated with
competition that is already meeting the market need presented by the consumers in the
Cola and Pepsi are very obviously not the only two companies in this market although
companies such as Faygo are not going to overtake the competition in this specific marketplace.
institutions is more about how the past worked, how traditional markets work, and very rarely
anything about how the markets of today are and how to best compete in these highly saturated
and competitive marketplaces. The students need to be learning subject matter that teaches them
integrative thinking skills and know how to compete in a marketplace of the present. The
marketplace of today is saturated with red oceans1 and needs to teach students about how to
create blue oceans2 of these marketplaces according to W. Chan Kim the author of a Harvard
Business School Press publication Blue Ocean Strategy. A chart taken from INSTEAD (a
1
An example of a red ocean is Coke vs. Pepsi, a marketplace that is already saturated with
competition and is highly unlikely to enter into this marketplace without drastic innovation
instilled. (http://www.blueoceanstrategy.com/qa/AnswerArchive.php)
2
http://www.blueoceanstrategy.com/qa/AnswerArchive.php
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division of Wharton’s business school) shows the difference between red and blue ocean
competition strategies.
Table 1 http://knowledge.insead.edu/contents/bosprimer.cfm
Businesses today are increasingly able to compete with the creation of the Internet and
the diffusion of technological advancement. With that has come the arrival of new media & web
2.03 companies and principles. These companies are very different then traditional marketplaces
that generally have a product they produce themselves, or a store like Target that distributes
products from many companies. These traditional companies require large start-up costs, large
liabilities, and are already inside of a very saturated marketplace where competition generally
can be easily diminished by the massive power of the established brands such as Target and other
corporations.
3
http://en.wikipedia.org/wiki/Web_2.0
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Although today’s new media and web 2.0 companies have an interesting quirk to
differentiate them from the traditional marketplace economics. These companies generally allow
for mass customization and personalization and information sharing, as well as the dissemination
and delivery of non-mainstream content, products, services, and more. Additionally they
generally thrive on user generated or submitted content. With a business model such as this you
require very little startup costs and low risk as a business owner and can almost distribute your
work load to the people (community) of your website. Many of these companies have developed
ways to utilize integrative thinking, technology, and evaluated red ocean markets to develop very
specialized niche markets and created market demand where it may not have previously existed;
DEFINITION OF PROBLEMS
The problems faced is that in today’s university environment as a business student you
simply are taught about the traditional marketplaces and how these work, although are not given
any (or generally very little) insight into the present time marketplace and how it is evolving
leaving many graduates entirely obvious of these companies existing and how they have created
a competitive edge against many traditional businesses and business models. There needs to be
an engaging and educational simulation game that engages students to learn, foster community,
and ideate with these new media companies; in turn providing assurance that the students are
To address the problems above I believe a MMORPG4 game would best fit how to
educate these business and marketing principles in an interesting and engaging environment.
Research conducted by various people such as Prensky (2001,2005), Van Eck (2006) and Gee
4
http://en.wikipedia.org/wiki/MMORPG - Massive Multiplayer online role playing game
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(2003-2004) have found that games can be beneficial supplements for the learning process. The
environment would allow for participants to join an online environment similar to the popular
game The Sims and even similar to SecondLife and will be given a certain amount of currency
and will utilize their own ideas to develop a new media or web 2.0 company that follows the
principals of the current marketplace environment. They will select from a realm of various
basic ideas they would like to start with and begin their business, other players in the
environment will have the opportunity to invest in, use the product/service offered, or to vote
that the business will sink5, or lastly they can message the user that owns the company and
suggest a partnership of some sort. As the users evolve through the game and partner businesses
will either succeed through people utilizing their businesses, investing in them, or partnering
with other businesses to create mashups6 and to share information through API7’s and RSS8, etc.
Players will have to develop a successful business by utilizing the tools above and develop their
own business entity as well as invest in others to create a viable market. Utilizing unique
monetization techniques such as earning revenue from advertisements, premium services, etc.
survives strictly on other players utilizing it to become educated I believe is a lesson in itself.
This will be beneficial to the learners as they participate in the MMORPG and will fit the
learners’ needs. The learners I would be targeting for this would be ranging in age from high
school to graduate college mainly. Although any age group (especially those involved in the
market themselves) would provide a wealth of knowledge to assist in educating those that are
5
In this instance I utilize this term to symbolize the business not financially succeeding.
6
http://en.wikipedia.org/wiki/Mashup_(web_application_hybrid)
7
http://en.wikipedia.org/wiki/API
8
http://en.wikipedia.org/wiki/RSS
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less knowledgeable and would be given more credibility points in terms of if they voted a
business would sink this would have more impact then anyone with no credibility points or very
little. The game would present usable feedback by providing outside resources and links to
videos, articles, and other media content as well as commentary from those that invest in your
business or vote that it will sink. This type of feedback method goes hand in hand with the
create.
The players in my target audience are digital natives familiar with technology (aged 18-
24 approximately) (Prensky 2001) thus utilizing the MMORPG environment should be fairly
straightforward although a wiki of help resources would be provided. The game will adapt and
account for individual differences as you can gain credibility points that have larger impacts on
your investments and voting on a particular business in the MMORPG environment. The access
to computers should be no issue as most high schools and universities have public computer lab
access readily available. Additionally anyone that wants to participate in the MMORPG can do
CONCLUSION
In conclusion the above MMORPG I believe would allow for participants to learn about
companies that are truly creating new dynamics in the economic marketplaces of today. The
MMORPG will teach about how to create new market needs and utilizing blue ocean
business models and traditional business economics. These are skills and knowledge domains
that are essential to compete in today’s competitive and innovative marketplace and should be
References
Application programming interface. (2008, March 30). In Wikipedia, The Free Encyclopedia.
Retrieved 17:25, March 31, 2008, from http://en.wikipedia.org/w/index.php?
title=Application_programming_interface&oldid=202160916
Blue Ocean Strategy. Retrieved March 31, 2008, from Blue Ocean Strategy - Questions Web
site: http://www.blueoceanstrategy.com/qa/AnswerArchive.php
Massively multiplayer online role-playing game. (2008, March 31). In Wikipedia, The Free
Encyclopedia. Retrieved 17:44, March 31, 2008, from http://en.wikipedia.org/w/index.php?
title=Massively_multiplayer_online_role-playing_game&oldid=202302656
Mashup (web application hybrid). (2008, March 30). In Wikipedia, The Free Encyclopedia.
Retrieved 17:34, March 31, 2008, from http://en.wikipedia.org/w/index.php?title=Mashup_
%28web_application_hybrid%29&oldid=202122890
Kim, W, & Mauborgne, R (2005). Blue Ocean Strategy: How to Create Uncontested Market
Space & Make the Competition Irrelevant.Harvard Business School Press.
RSS. (2008, March 31). In Wikipedia, The Free Encyclopedia. Retrieved 17:33, March 31, 2008,
from http://en.wikipedia.org/w/index.php?title=RSS&oldid=202267495
Web 2.0. (2008, March 31). In Wikipedia, The Free Encyclopedia. Retrieved 17:47, March 31,
2008, from http://en.wikipedia.org/w/index.php?title=Web_2.0&oldid=202334918
Van Eck, R. (2006, March/April). Digital Game-Based Learning: It's Not Just the Digital Natives
Who Are Restless. EDUCAUSE Review.
Van Eck, R., & Gikas, J. (2004). READY Survey. Retrieved March 25, 2008, from The
University of Memphis: www.idt.und.edu/web_assets/Misc/Games%20Packet%201.pdf