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. 10.1126/science.1146930
%0 Journal Article
%1 citeulike:1507451
%A Bainbridge, William S.
%D 2007
%J Science
%K Life MUVE SecondLife WOW methods research virtualworlds
%N 5837
%P 472--476
%R http://dx.doi.org/10.1126/science.1146930
%T The Scientific Research Potential of Virtual Worlds
%U http://dx.doi.org/10.1126/science.1146930
%V 317
%X 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. 10.1126/science.1146930
@article{citeulike:1507451,
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. 10.1126/science.1146930},
added-at = {2008-10-12T00:57:21.000+0200},
author = {Bainbridge, William S.},
biburl = {https://www.bibsonomy.org/bibtex/27878a4d2cf6f530d87c7d19f0d70a809/stevenw},
citeulike-article-id = {1507451},
description = {CUL references},
doi = {http://dx.doi.org/10.1126/science.1146930},
interhash = {557ec3f4ca5318520f9a4f68b13a6b47},
intrahash = {7878a4d2cf6f530d87c7d19f0d70a809},
journal = {Science},
keywords = {Life MUVE SecondLife WOW methods research virtualworlds},
month = {July},
number = 5837,
pages = {472--476},
posted-at = {2008-03-30 15:44:42},
priority = {2},
timestamp = {2008-10-12T12:28:13.000+0200},
title = {The Scientific Research Potential of Virtual Worlds},
url = {http://dx.doi.org/10.1126/science.1146930},
volume = 317,
year = 2007
}