Video Game Everquest 2 Provides New Way to Study Human Behavior, Says U of Minnesota Researcher
Posted on: Friday, 27 February 2009, 12:16 CST
The research team analyzed three years of data (over 60 terabytes) from the complete server logs and click-streams of Sony's popular PC game EverQuest 2. The data tracked every action performed in one of the world's most popular massively multiplayer online (MMO) games. Everquest 2 has more than 300,000 players who average 26 hours per week playing the game. Because of the intense level of involvement and multi-player environment of the game, the researchers were able to study human behavioral dynamics using the game as a proxy.
The researchers used the virtual world to model the social and behavioral dynamics of individuals, groups, and networks within large communities. Their study presented evidence that the social sciences are at the threshold of a fundamental shift not only in our understanding of the social and behavioral sciences, but also the ways in which we study them.
The research team includes
This interdisciplinary research project was funded by the National Science Foundation and the U.S. Army with cooperation from Sony.
Multiplayer online games and virtual worlds have become increasingly popular and have communities comprising millions. They allow social scientists to study, theorize and model the social and behavioral dynamics of individuals, groups, and networks within large communities. The researchers described how this research offers new insights as well as challenges and opportunities for advancing social, behavioral, and computational science.
For more University of Minnesota Experts and News, go to http://www1.umn.edu/news/
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Source: PR Newswire
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