The Scientific Research Potential of Virtual Worlds
U.S. National Science Foundation · Division of Information and Intelligent Systems
Indexed incrossrefpubmed
Abstract
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.
Citation impact
936
total citations
- FWCI
- 253.97
- Percentile
- 100%
- References
- 34
Citations per year
Authors
1Topics & keywords
Topics
Keywords
- Metaverse
- Ethnography
- Virtual world
- Social worlds
- Data science
- Work (physics)
- Computer science
- Computational sociology
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