1) Active, Critical Learning Principle
It is quite obvious to note that the players are required to participate in gaming actively and take actions all the time.
2) Design Principle
?
3) Semiotic Principle
In the game, chatting with friends by typing is different from waving your hands to them. Even the gifts (weapon or helmet) can be given as a symbol of friendship.
4) Semiotic Domains Principle
I think this one is related to the previous principle, where the players learn how their team image can be symbolized by the flag or items.
5) Meta-level thinking about Semiotic Domain Principle
Based on the previous two principles, players can not only appreciate or master in different groups of semiotic domains but also distinguish between them.
6) "Psychosocial Moratorium" Principle
Players are more willing to take risks in the game. For example, try to kill a forest bear. (But I personally prefer to do something I will never do in real life, such as, kill an innocent rabbit.)
7) Committed Learning Principle
Most of the engaged players can’t get rid of playing, and consider their virtual identities as the extension of real-world ones. (I think it is where the immersion coours)
8) Identity Principle
Real-world identities link to virtual identities by projective identities where we can see the virtual ones are manipulated individually. (Try to play the games in different gender.)
9) Self-Knowledge Principle
This one is really interesting. Players are allowed to get to know themselves more in-depth. Taking myself as an example, I don’t like to fight for a team task in order to reach the huge prize or take challenges. I prefer to enjoy the scenery by myself.
10) Amplification of Input Principle
?
11) Achievement Principle
As it is shown in the game, the achievement records, there are the list of skills which the players have already learnt and the list of tasks which have already been completed.
12) Practice Principle
There are so many quests in this game, can be divided into individual and team. Try and error, players learn to master everything in the virtual world.
13). Ongoing Learning Principle
It seems that learning continues even when the goal is achieved. So, there are always new things to learn and to get familiar with in the game.
14) "Regime of Competence" Principle
The quests are challenging but still attainable. I think it is because of the community of this game, where you can always find someone has already achieve this goal.
15) Probing Principle
It seems to be similar to the experiential learning cycle. The learning happens when the player implement their hypothesis and receive results.
16) Multiple Routes Principle
Being a different race, or a different occupation, players are always able to choose alternative ways to play the game.
17) Situated Meaning Principle
18) Text Principle
19) Intertextual Principle
?
20) Multimodal Principle
This one is obvious. In multimedia environment, it is not essential to “talk” to others, there are so many alternative ways for the players to receive message or knowledge.
21) "Material Intelligence" Principle
I am not sure; maybe, the players can learn to appreciate the items of the game. Therefore, they comprehend how to utilize the resources to achieve the goal.
22) Intuitive Knowledge Principle
Maybe, player can learn to distinguish the places where high possibility to complete the quest / find the desired items is more guaranteed.
23) Subset Principle
?
24) Incremental Principle
The patterns players learn in early stage can be still taken into account when they move to advance levels. (EX: the geography information of the virtual world)
25) Concentrated Sample Principle
Players learn how to swim and how to talk with a character in very first beginning from instruction.
26) Bottom-up Basic Skills Principle
Players start to discover the unknown world from the basic skills and then move to the advanced ones.
27) Explicit Information On-Demand and Just-in-Time Principle
Players can always find the assistance from the “menu” or “help” in the game environment.
28) Discovery Principle
In the game environment, the hints from the game are limited. For example, the location of the key character of the task is provided but some of them are hidden in buildings and may be difficult to locate. Players need to discover and experience the game in their own way.
29) Transfer Principle
Players can recognize the hints from the map to carry out the quest, and they learn from the process. By repeating the same process and behavior patterns, players can master in completing the quests.
30) Cultural Models about the World Principle
31) Cultural Models about Learning Principle
32) Cultural Models about Semiotic Domains Principle
Cultural differentiation? To be honest, I didn’t perceive this perspective very clearly.
33) Distributed Principle
The knowledge is distributed and shared in the environment, and it can be easily noted through the language the players use and the symbols they agree on.
34) Dispersed Principle
I am kind of disagreeing with this one, if my perception is correct. I think the meaning of this game may be gone, but the rules of this kind of online role-play game can be applied to another similar game. Therefore, new learners will get to know the new environment more easily due to the previous game experience.
35) Affinity Group Principle
I think this one is related to the team building, sharing the goals and being together as a whole.
36) Insider Principle
Due to the impacts of immersion, some players can even take part in being a bug tracker for this game. They do know the game environment.
Reference:
Gee, J 2004, What Video Games Have To Teach Us About Learning And Literacy, New York ; Basingstoke : Palgrave Macmillan