Science · 2007 · 937 citations · 17 references
Social SciencesEconomicsSociologyDigital Culture StudiesExperimental EconomicsMedia StudiesOnline CommunitiesVirtual CommunitiesVirtual WorldsSecond-life ApplicationsSimulation ExperimentationVirtual EconomiesVirtual Experimentation
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.
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The Presentation of Self in Everyday Life.
Kaspar D. Naegele, Erving Goffman · American Sociological Review · 1956 · 26.2K citations
Robert Axelrod, W D Hamilton · Science · 1981 · 20.3K citations
Glenn W. Harrison, John A. List · Journal of Economic Literature · 2004 · 2.1K citations · Full text
Synthetic worlds: the business and culture of online games
Choice Reviews Online · 2006 · 1.2K citations
Social Sciences, Economics, Finance +17