Publication Date:
2007-07-28
Description:
Online virtual worlds, electronic environments where people can work and interact in a somewhat realistic manner, have great potential as sites for research in the social, behavioral, and economic sciences, as well as in human-centered computer science. This article uses Second Life and World of Warcraft as two very different examples of current virtual worlds that foreshadow future developments, introducing a number of research methodologies that scientists are now exploring, including formal experimentation, observational ethnography, and quantitative analysis of economic markets or social networks.〈br /〉〈span class="detail_caption"〉Notes: 〈/span〉Bainbridge, William Sims -- New York, N.Y. -- Science. 2007 Jul 27;317(5837):472-6.〈br /〉〈span class="detail_caption"〉Author address: 〈/span〉Division of Information and Intelligent Systems, National Science Foundation, 4201 Wilson Boulevard, Arlington, VA 22230, USA.〈br /〉〈span class="detail_caption"〉Record origin:〈/span〉 〈a href="http://www.ncbi.nlm.nih.gov/pubmed/17656715" target="_blank"〉PubMed〈/a〉
Print ISSN:
0036-8075
Electronic ISSN:
1095-9203
Topics:
Biology
,
Chemistry and Pharmacology
,
Computer Science
,
Medicine
,
Natural Sciences in General
,
Physics
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