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Virtual Labor Lost

(Page 2 of 2)

  • Wednesday, December 5, 2007
  • By Erica Naone

Still, many academic researchers have high hopes for the potential uses of virtual worlds. Tim Lenoir, the Kimberly Jenkins chair for new technologies and society at Duke University, sees virtual worlds as powerful training tools. Lenoir is working on a world called Virtual Peace, intended to train people heading into difficult negotiation scenarios. For years, he says, the military and other organizations have used paper-based role-playing games for trainings. Virtual worlds are a natural step up from that, since they allow people to become more immersed in the scenario, and allow for richer background materials, he says.

And Nina Fefferman, an assistant research professor at Tufts University, recently published research on the Corrupted Blood plague, a virtual disease that spread through World of Warcraft in 2005. She believes that game scenarios such as this can provide certain insights into real-world epidemiology, and can be used to run experiments that would be impossible or unethical to run in any other way. "Insights from virtual worlds are like those gained from analyzing historical data," she says. Fefferman is currently speaking with game developers with the hope of continuing her study of virtual epidemics.

Castronova is still planning to pursue experiments in virtual worlds. Social sciences need to be able to do controlled experiments, such as those done in the natural sciences, he says, and virtual worlds could be a good venue for that. In order to use them credibly, Castronova says, scientists need to test how accepted theories hold in game worlds. Political scientists should set up experiments to confirm that people in games vote in tune with their interests; sociologists should set up experiments to confirm that people's relationship to conformity is similar; and economists should test the basic principles of supply and demand. "A virtual world is a tool like a petri dish," he says. "We need to find out what you can do with a petri dish, and what kinds of things need a live rabbit."

Castronova's next step is to rebuild Arden with an eye toward making it a place where players will want to be. "What we've really learned is, you've got to start with a game first," he says. "You just have to." The new version is titled Arden II: London Burning.

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Sly

11 Comments

  • 1531 Days Ago
  • 12/05/2007

Not Free

The bad thing is that you must have "Neverwinter Nights" (a retail game), to play this one.
This is bad for an academic project, and considering the fact that there is a lot of free or open source code to build a game like this.

You will never make experimentation on the behavior of people in the virtual world, but on people behind their computer in a virtual world.

For example it could be fun to propagate a virtual virus in a game, whereas it's obviously amoral in the real world.

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rylish

2 Comments

  • 1528 Days Ago
  • 12/08/2007

Re: Not Free

if the goal is to study people's economic behaviors during shakespeare's time (and i agree that this is problematic because we are not living in shakespeare's time but playing a game that recreates some aspects of the period), why would the game have to be based upon open source premises? couldn't the researcher observe players in a computer lab that has neverwinter nights installed on every computer?

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Mathos_Lucerne

2 Comments

  • 1528 Days Ago
  • 12/08/2007

Re: Not Free

So true. You do not do research on the person, but on the person using the computer. I had thought that the epidemiology experiments might be valid, but your insight makes me think otherwise. At minimum, the results need to be viewed with caution. Good insight!

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Guest (CarlHitchon)

  • 1528 Days Ago
  • 12/08/2007

Too boring

How about a little porno or dirt on famous people?

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rylish

2 Comments

  • 1528 Days Ago
  • 12/08/2007

what's fun? or success?

there are some disturbing generalizations about educational games made in this article that could possibly impact those of us who are studying and producing them. for example, how can castronova claim that games without puzzles or monsters are not fun? what are his parameters for measuring fun?

along the same lines, i agree with bogost's claims that games are excruciatingly difficult to build under the best of circumstances. but having worked on a couple myself, both in a university setting, i wonder what his standards of success are. are we talking commercial success? spin-off research projects? hits on a website?

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gildedlink

1 Comment

  • 1434 Days Ago
  • 03/11/2008

Re: what's fun? or success?

Probably a little late to comment on this, but the parameters are likely the result of the game they chose.  NWN isn't much fun to begin with (NWN2 is a better choice but still limited by this), and NWN without creatures to fight and puzzles to solve....yeah, it's boring.  The game is designed for fighting, of course this'll be the result.  Unfortunately, a 'historically accurate' game with no challenge isn't fun at all, and some of the real interest-piquing events, like the mentioned 'corrupted blood' incident, are a result of gameplay in normal games.  CB was an effect from fighting a boss in WoW in a raid, and it spread to cities through a glitch where pets could keep it if you moved back to a town.  MMO's are a hard balance to strike as is, and the main role is to interest a community.

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