So the question I have is whether there's any way to take that type of hard work ethic and get people to apply it to something more productive. Heck, I just gave a presentation at a barcamp style thing at a school on how Starcraft is actually a really intellectual game. But one thing I couldn't answer was whether it was possible to take the complex thinking that happens in a high-level Starcraft 2 game and see it blossom in everyday life for everyday tasks. :(
1) She was productive. She just wasn't productive at being a college student.
2) She doesn't sound like she was being entertained. She sounded like she was handling logistics and leadership roles with great competence. To me, what I hear is "job satisfaction", except without pay. That's not entertainment.
3) Needing to entertain yourself is an excuse for not graduating. Probably not a sufficient one, but it's a valid one. Honestly, I think it's more accurate to say she dropped out due to burnout from working effectively two jobs.
By contrast, WoW requires ample access to a computer and the internet, which may not be yours or not primarily bought for the game, plus subscription fees. Not for the poor, but does not scale with dedication to the game.
At the pro level, not that many players actually own the cards they play with. They're borrowed from collectors or loaned from shops. The cost of a deck is basically not an issue at the pro level. At the grinder level, yeah, the up-front cost can be.
Most pro players probably do come from a reasonably privileged background, because you need to be able to spend the spare time to get good and have the resources to get to higher-level events to get good and qualify for the Pro Tour (the Online version mitigates travel costs somewhat, but it itself comes with costs). But I doubt most people trying to get to the Pro Tour are not any more wealthy than an average WoW player. Most grinders are college-age guys living on the cheap.
Money is not the differentiating factor. IMO not being all-consuming is a factor (you think about it all the time, but you can't play it all the time short of spending $10/hour Online). If you're a pro performing well enough to be invited for an entire season, you technically only have to play four one-week events per year. Being physical and physically social is a factor. Being more analytical is a factor; notable numbers of pros have gone on to careers in stock trading, gambling odds-making, etc.
Yeah, but only technically - in practice, intense preparation before each pro tour greatly increases your chances, so that's what most pros end up doing (esp. since the introduction of magic online, where they can practice, test out ideas etc. 24/7).
Say what you will about CCGs: they do, at least, provide you with tangible property that is unquestionably yours. That is not something WoW can claim.
Hell, we even track magic cards: http://www.mtgprice.com
You learn to use analytics tools (like worldoflogs.com which creates performance graphs based on raid event data) to be able to go up to people and say "hey, I think you can improve by trying X" without making things personal... much like agile startups use data-driven approaches ("velocity" and other metrics) to compartmentalize interpersonal relationships and team performance. With loot distribution, you learn that transparency and trust are key, and that you can set yourself apart in the community as an organization people want to be associated with. You learn how to recruit, how to hire, and even how to fire. And you learn to overcome the stress of making mistakes.
That all said, in order to be at the level where you're leading and learning these lessons as a leader and not a follower, the time sink is necessarily huge. Is the benefit worth the reward? Not for people who already have opportunities to get this experience in "meatspace." But I'd like to think that as technology improves, coding becomes widespread... people who are educated on leadership with the next generation of MMOs will naturally shift towards starting their own startups, and they'll be more successful because of their MMO experience. It's a scalable education system, and as other posters commented, everyone needs fun.
WoW, of course, is optimized for addictiveness, not optimized for teaching these lessons in the shortest amount of time possible. I never played America's Army, nor have I done much research on it, but it seems like at its best moments it became such a leadership training environment. There's a lot of room for exploration of this space.
Further works:
http://www.academia.edu/1317272/Leadership_Style_in_World_of... - plots a spectrum of leadership styles and how different guilds display those traits
http://www.businessweek.com/stories/2009-01-14/how-world-of-... - a bit of a stretch, but has some interesting ideas
It actually really translates well into software, and most engineering disciplines, but not well in less productive professions like law or business. Your quest tracker is the issue tracker, your gold reward could be a bug bounty or bonus or team praise. Your sense of accomplishment is in shipping products, the way a guild has a sense of accomplishment for slaying a boss for the first time or clearing a raid.
I think the greatest barriers to this kind of thinking, at least in the domain HN is concerned, is that your goals and objectives are not always discrete and manageable (ie, your quest log has an unknown mob kill requirement) and figuring out the next boss to kill can be difficult.
If you had that information, I think software can really play out like a video game. When I bug fix in the KDE projects it really is a quest, the goals are discrete and the payoff is seeing my changes in the software I use every day. And I have the same feedback loop I had playing WoW from 2005-2009.
So instead of skinner boxes trying to get people addicted to pointless tasks and extract money from them for worthless virtual attributes, they'd actually be useful ways to earn a living. Probably instead corporations will find ways to make gamers work for them and earn them more money.
I started leading relatively large guilds and alliances (1000-6000 people) in a few MMOs at age 15. The experience and wisdom I gained from those experiences helped me greatly in my adult life. The games I played were very cutthroat and modeled off real-world politics, diplomacy, espionage, and warfare (the games in question were inspired by EVE and UO; I've also played those two, but not with leadership positions).
I'm now 22 and I frequently see parallels in my working life. I can think of many times I've leveraged some of my past experiences to help make decisions, especially when it comes to big-picture strategic problems.
Yes, it is easy to become extremely addicted to these kinds of games and it's tempting to sacrifice aspects of your personal or working life, but they can also offer a ton of fun and a ton of great learning opportunities. People just need to practice impulse control, and they need to set boundaries ("I won't login until I finish my homework for tomorrow", etc.).
I think MMOs like EVE should receive more study and writing in the scientific community, because it's a perfect example of a microcosm of some of the more "base" nature of human psychology and behavior.
For me it was the Battletech 3056 MUSE.
I was in charge of a major faction (for BT folks, I was Thomas Marik). It was more than a 40 hour job, and on top of that I both had to still be a college student and maintain my secret character for fun having purposes.
I managed a group of people which at the time seemed huge (still large by modern guild standards, but not enormous), complete with resource management, politics (who gets the good stuff?), etc.
It taught me a lot, although it did lead to lesser grades at the time. And really, that taught me a lot too :)
Mostly what I did was training new people in our pilot school, and we had a fun roleplaying based approach to it. I spend a lot of time at work helping people out too, I think it's just an expression of my personality no matter what the situation is.
I had a lot of fun playing that game. I think one of the highlights was one of the server-wide tournaments that was run, with the prizes being "legendary" character names (and stats). I almost won that. In one of the final rounds, my opponent fell into a hole on a treacherous map with level 9 cliffs on it before a single shot was fired. I took a "role playing" approach to it and allowed him to restart because it wasn't an honorable win. I was winning the re-match until I got taken out by a BS engine crit. Oh well.
To my knowledge I was the 2nd Thomas Marik and stuck around almost to the end.
It was really too bad that game never really got off the ground, but it was way too ambitious.
Edit: Feel free to disagree with me, but personally I wouldn't see WoW on a resume and think, "This person has experience doing hard work in the face of adversity".
Edit:
> Edit: Feel free to disagree with me, but personally I wouldn't see WoW on a resume and think, "This person has experience doing hard work in the face of adversity".
Many people would see a positive, depending on what you were applying for. Excelling at a game would almost always be a plus worth mentioning if you were applying to a gaming company, be it a developer or Twitch. It's no different than any extracurricular, only mention it if it's likely to help you.
Excel enough at a game, and you can start your own business based on the game (as much as businesses started by young gamers tend to flame out very quickly) or get unsoliticed job offers (as much as they tend to be shady). Or now, between Twitch and Youtube, make playing the game your job.
I'm also surprised Raph didn't bring up Eve at all. It's a pretty successful and significant sandbox that takes its lineage from Ultima Online. It's nowhere behemoth level that WoW is but it fills its niche.
I played on a PVP server, and the spontaneous PVP that occurred was almost never fair. I'd often explore the world alone, and get attacked by groups of enemy players. I fought back despite near-impossible odds; not giving up allowed me to improve. So when the game's arena system came out, and the playing field in PVP became more fair, my team attained the top rank (gladiator) in the most competitive battlegroup (bg9). Only the top 0.5% of teams earned that rank. I was one of only a few (less than 10 IIRC) hunters on US realms to get the gladiator rank for the first 2 seasons when they were underpowered and still had a dead zone. Most of the matches I played were against pros who also played WoW in e-sports tournaments.
I was a long-time member of a great guild, and although I wasn't the leader, I was chosen to be the player pursuing the Scarab Lord quest line for the guild. The quest took weeks to complete, and many parts required the help of my entire guild. I was one of two players out of 10,000+ to complete the quest on my server and open the AQ gates.
Initially at least, there were some parts of the game that took hard work and collaboration of an entire team in the face of adversity to reach some elite achievements. I don't disagree with you about the resume part though. Most wouldn't view WoW accomplishments on a resume as positive, and that's why I've never included them on mine.
As a kid, it meant you would play hours and hours and get beaten repeatedly. You'd lose everything and then you'd have to find motivation to do better next time. You would find friends and nurture relationships because you needed and later because you found you really enjoyed them. Eventually, you would find you can kill for fun and profit, completely destroying weeks or months of a fellow player. It's a sort of Bottom-Up introduction on how civilizations form, because some time you realize the instabilities associated with violence (or, depending on your personality, just compassion from your repeated deaths). Protection networks formed -- killing someone might get you hunted. Guilds were the next step in this protection network, with huge political intricacies such as necessity of protecting some members which may or may not be in a morally justifiable position to maintain the position of power of the Guild.
I could go on. Some of the smartest people I know and many of my best friends played the game in their youth; I wouldn't say it made who they are, but if it didn't it surely provided an amazing opportunity to learn some thing you don't really do until a much later age, if ever.
It also happens to be a fun game. But it's super easy to make a simple, badly timed mis-click and lose your stuff to a random gank trap. (And no, ship insurance really doesn't help all that much.)