1. I understand the concepts of conceptual blending and the both/and idea presented here; but how does this relate to learning something from a game like WOW that one can’t learn in real life? This is one of the same arguments I give to McGonigal.
I suppose the issue is not that people can’t learn these skills in real life. It’s that some people either don’t have the learning opportunity available to them or they are too “something” (scared, lazy, etc.) to go out and get the experiences to learn these skills.
2. Is the article trying to suggest that MMOGs, or games like it, will have a real presence in education and the workplace in the future?
I think is not only suggesting that; it’s stating is as fact. I don’t know how commonplace it will be in the future for companies to use games to train employees or accomplish company tasks. But I could definitely see some companies employing this for company promotions. They could make some sort of ARG in which the tasks performed can help company productivity. The highest-scoring employee could then get some incentive (bonus, time off, etc.)
As for the other articles, I think we went over the scenarios for the first on in class. The second one has some ideas we haven’t talked about yet, though. Retail theater is an interesting concept. It seems like something that would maybe appeal more to women than to men. Men generally don’t like shopping with one other guy or girl, much less shopping with a bunch of people giving input. I also think it only works in the context such that real-world products are presented (like the wedding dress example). The idea of the metaverse is interesting just because it’s here now. For years, literature and Hollywood have predicted virtual worlds happening and people being trapped in them. What’s crazy is that, although the virtual worlds aren’t yet trapping our bodies a la The Matrix, they are definitely trapping peoples’ minds. There are some people that are seriously addicted. The last thing I will talk about is IWOOT. I think that if people are obsessed enough with a game to spend money on virtual products, companies should absolutely take advantage of it. In short, like in real life: if people want to pay for it, let them.