Cheating in Virtual Worlds: Transgressive Designs for Learning
Document Type
Article
Journal/Book Title/Conference
On Horizon
Volume
1
Issue
17
Publication Date
2009
First Page
12
Last Page
20
Abstract
Purpose – This paper aims to present and discuss cheat sites and cheating practices associated with Whyville.net, a virtual world with over 1.7 million registered players aged eight to 16 that includes game and science activities. The goal is to examine how the development of cheats can present learning opportunities for players and designers alike.
Design/methodology/approach – The types of cheats were categorized and science content examined in hundreds of cheat sites created for Whyville. The work of a cheat site designer in developing a cheat together with other Whyville players was observed.
Findings – It was found that a great variety of cheats are available in educational worlds and that science games that require more than one simple answer also require the development of more sophisticated cheats.
Originality/value – Cheating is a transgressive practice widely accepted in gaming but mostly condemned in schooling. The features of cheating and its associated practices allow us to consider transgressive designs for learning in virtual worlds that offer opportunities for youth to participate in creative and critical media production, to engage in science inquiry, and to raise ethical issues.
Recommended Citation
Kafai, Y. B. & Fields, D. A. (2009). Cheating in virtual worlds: Transgressive designs for learning. On Horizon, (Special Issue), 17(1), 12-20.