Online game Everquest 2 provides a new way of studying human behavior
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Can the researchers to study the population of games such as Everquest 2 from Sony, as they learn the traditional community of Moscow, Tokyo and Dresden?
Finding experts in the field theory of computing machines and systems show that the interactive online gaming community is now so massive that fully reflect the traditional community.
These results provide a new generation of sociological research, where researchers are able to study human behavior, using the game.
The research team analyzed data from registration and information flows for three years (more than 60 terabytes) of the popular game EverQuest 2. These tracks every action performed in this massive online game. It has more than 300,000 players, the average game is 26 hours per week. As a result, a high level of involvement and multi-character play, the researchers were able to study human behavioral dynamics.
The researchers used virtual reality to simulate the social and behavioral dynamics of individuals, groups and networks within the larger community. Their study provided evidence that the social sciences are on the verge of fundamental changes not only in our own understanding of the social sciences and behavioral sciences, but also the ways in which we learn these sciences.
The research team consisted of specialists in the theory of computing machines Professor Dzhaidipa Shristava ( Jaideep Srivastava ) from the University of Minnesota, Professor Noshiro Contractor ( Noshir Contractor ) at Northwestern University, Professor Scott Poole ( Scott Poole ) from the University of Illinois at Urbana-Champaign , Associate Professor Dmitri Williams ( Dmitri Williams ) from South California University. They recently presented their results at the 90-minute symposium on “Analysis of virtual worlds: the next step in the development of sociological research “at the annual meeting of the American Association of Advanced Science ( the largest meeting of scientists in the world).
This interdisciplinary research work funded by the National Science Foundation and the U.S. Army and was held in collaboration with Sony .
Multiplayer online games and virtual worlds are becoming more and more popular,everquest 2 platinum,and in their community include the millions. They make it possible for sociologists to study, theorize and model the social and behavioral dynamics of individuals, groups and networks within the larger community. The researchers describe how this study suggests new insights into the problem and gives an opportunity to promote the social, behavioral, and computational science.
Their study provided evidence that the social sciences are on the verge of fundamental changes not only in our own understanding of the social sciences and behavioral sciences, but also the ways in which we learn these sciences.
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