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The Scientific Research Potential of Virtual Worldsby: William S Bainbridge
Science, Vol. 317, No. 5837. (27 July 2007), pp. 472-476.
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AbstractOnline 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. 10.1126/science.1146930
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