Tech Digest
Video game offers new way to study human behavior
A RESEARCH STUDY by computer science
and engineering professor Jaideep
Srivastava and colleagues nationwide revealed
findings showing that online game
communities are large enough to resemble
traditional communities in many
ways now. The findings are being used in
social science to study human behavior
using games like EverQuest 2.
With data collected over the span
of three years and weighing in at more
than 60 terabytes, the study tracked the
behavior of approximately 300,000 EverQuest 2 players who averaged 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
model social and behavioral dynamics of
individuals, groups, and networks within
the EverQuest 2 community.
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 results were recently presented
at the American Association for the Advancement
of Science (AAAS) annual
meeting during a 90-minute symposium
titled “Analyzing Virtual Worlds: Next Step
in the Evolution of Social Science Research.”
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