articleScienceJul 26, 2007Closed access

The Scientific Research Potential of Virtual Worlds

U.S. National Science Foundation · Division of Information and Intelligent Systems

PubMed
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

1

Topics & keywords

Keywords
  • Metaverse
  • Ethnography
  • Virtual world
  • Social worlds
  • Data science
  • Work (physics)
  • Computer science
  • Computational sociology
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