MUD (Multi-User Dungeon/Domain/Dimension)

From LIS 460 Summer 2007

Contents

What is it?

MUDs (Multi-User Dungeons) are multi-user interactive role-playing environments on the internet. Although commonly associated with games, MUDs have other purposes such as education, research and general socialization. In MUDs, you create an avatar and explore the world, chat with others, find ways out of dangerous, monster-infested areas, solve puzzles and create your own rooms, descriptions and items. High fantasy is often the theme with characters such as wizards, druids, elves, and mythical monsters populating the adventure. The objective of MUD games is to advance your avatar through problem-solving quests and role-playing, all while slaying monsters of course! MUD games are commonly referred to as the virtual form of role-playing games such as Dungeons and Dragons.

How are MUDs different from MMORPGs?

Massively multiplayer online role-playing games (MMORPGs), such as the World of Warcraft and SecondLife are sometimes considered the next generation of MUDs. According to an unverified Wikipedia entry, MUDs are typically scattered and independent and thus have difficult-to-survey user populations. It is estimated that MUDs have anywhere from 6-600 users at one time, whereas MMORPGs have thousands. As far as I can tell, this is the only difference... both MMORPGs and MUDs focus on character advancement and quest-based plots.

How can MUDs be used in the school library?

The ability to construct scenarios and roles in conjunction with other players has collaborative potential in the world of education. Since the online environment bears little resemblance to a traditional classroom or school library, MUDs provide the opportunity to experiment with innovative learning strategies. While the virtual world is so different, the avatars' situations and roles are authentic in their fulfilling of missions or solving of puzzles. For instance, players can learn how capitalism works by playing an online Monopoly-type game, or students can learn about online safety through scenario simulations. By introducing concepts through MUDs, students are motivated by the technology and the "fun" of playing around with it! I certainly see the appeal of creating homeschool communities through MUD portals and see the collaborative potential of connecting homeschool students with regular students. The virtual school library could be a meeting place, or a useful resource for avatars to seek answers to their quests (much like the function of real-life libraries).


Question Still Lingering...

Although I see the potential in introducing MUDs to a classroom/school library setting, I wonder if the schools will ever catch up to the system requirements that such games demand.

Links

The Mud Connector

webopedia

Answers.com

Educational Technology MUD page

Wikipedia

Articles

Dede, Chris. "Multi-User Virtual Environments." Educause Review 38, no.3 (2003): 60-1.

Hsieh, Chung-Hsiang and Chuen-Tsai Sun. "Robots in Educational MUDs: Instructional Roles and Functions." International Journal of Instructional Media 34, no.1 (2007): 83-90.

Hsieh, Chung-Hsiang and Chuen-Tsai Sun. "MUD for Learning: Classification and Instruction." International Journal of Instructional Media 33, no.3 (2006): 289-302.

Ketelhut, Diane Jess, Jody Clarke and Chris Dede. "Extending Library Services through Emerging Interactive Media." Knowledge Quest 34, no.1 (2005): 29-32.

Warlick, David. "Top ten technology breakthroughs for schools: 3. Collaboration tools." Technology and Learning 22, no.4 (2001): 20-2.