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The Virtual Worlds Exploratorium

Using Large-Scale Data and Computational Techniques for Communication Research

Dados Bibliográficos

ID12971199
AutoresDmitri Williams (0000-0001-7995-4429, Southern California University for Professional Studies, autor correspondente), N Contractor (0000-0002-9989-3018, Northwestern University), Marshall Scott Poole (0000-0002-2073-5595, University of Illinois Urbana-Champaign), Jaideep Srivastava (0000-0001-9385-7545, University of Minnesota System), Dora Cai (University of Illinois Urbana-Champaign)
Ano2011
Volume5
Fascículo2
Páginas163-180
Data de publicação2011-04-01
Peer ReviewedSim
Open AccessNão
TipoARTICLE
PeriódicoCommunication Methods and Measures (JOURNAL)
Identificadores do periódicoISSN: 1931-2458 • E-ISSN: 1931-2466
EditoraTaylor & Francis (PUBLISHER • GB)
DOI10.1080/19312458.2011.568373
OpenAlexW2018432838
IdiomaEN
Citações recebidas7
Referências citadas25

The Virtual Worlds Exploratorium is a multidisciplinary project dedicated to the study of communication-related behaviors using data from massively multiplayer online games (MMOs). In a partnership with a corporation that hosts an MMO, a 20-person team of scholars is engaged in the study of behavior within a game and also game activities that parallel those in “real life” (e.g., economic activity, social networking, group processes). A key aspect of our approach is a unique multidisciplinary collaboration of social and computational scientists to help advance the state of the research. This article discusses the methodological, measurement and organizational challenges of the project, the game, the data, and several representative research streams. It also articulates several measurement issues that the research team has faced in order to provide best practices and lessons learned for others considering similar investigations

Corporation · Data science · General partnership · Human–computer interaction · Key (lock · Knowledge management · Metaverse · Multidisciplinary approach · Scale (ratio · Sociology · Virtual reality · Complex Network Analysis Techniques · Computer Science · Digital Games and Media · Opinion Dynamics and Social Influence

  • Media Neuroscience

    Open Access•J Michael Mangus, Aubrie Adams et al.•Emerging Trends in the Social and…•2015

  • Data Mining

    Open Access•Komal Kapoor, Jaideep Srivastava•Encyclopedia of Social Network…•2014

  • Video game play is positively correlated with well-being

    Open Access•Niklas Johannes, Matti Vuorre et al.•Royal Society Open Science•2021

  • Motivations for self-assembling into project teams

    Open Access•Mengxiao Zhu, Yun Huang et al.•Social Networks•2013

  • Network-Related Personality and the Agency Question

    R S Burt•American Journal of Sociology•2012

  • Improving team performance prediction in MMOGs with temporal communication networks

    Open Access•Raji Ghawi, Siegfried Müller et al.•Social Network Analysis and Mining•2021

  • Emergent Cultural Differences in Online Communities' Norms of Fairness

    Open Access•Pontus Strimling, Seth Frey•Games and Culture•2020

  • The Internet in Everyday Life

    Open Access•Barry Wellman, Caroline Haythornthwaite•Internet in Everyday Life•2002

  • Statistical mechanics of community detection

    Open Access•Jörg Reichardt, Stefan Bornholdt•Physical Review E•2006

  • Community structure in social and biological networks

    Open Access•Michelle Girvan, M E J Newman•Proceedings of the National…•2002

  • Transformed Social Interaction, Augmented Gaze, and Social Influence in Immersive Virtual Environments

    Open Access•Jeremy N Bailenson, Andrew C Beall et al.•Human Communication Research•2005

  • Virtual Cultivation

    Open Access•Dmitri Williams•Journal of Communication•2006

  • Historical Trends in Research on Children and the Media

    Open Access•Ellen Wartella, Byron Reeves•Journal of Communication•1985

  • Online Worlds

    Open Access•William Sims Bainbridge•Online Worlds•2010

  • Hanging Out in the Virtual PubMasculinities and Relationships Online

    Lori Kendall•Hanging Out in the Virtual Pub•2002

  • Problematic Internet use and psychosocial well-being among MMO players

    Open Access•Scott Caplan, Scott E Caplan et al.•Computers in Human Behavior•2009

  • Looking for Gender

    Open Access•Dmitri Williams, M Consalvo et al.•Journal of Communication•2009

  • Play Between Worlds

    Open Access•T L Taylor•Play between worlds•2006

  • The Demographics, Motivations, and Derived Experiences of Users of Massively Multi-User Online Graphical Environments

    Nick Yee•PRESENCE Virtual and Augmented…•2006

  • As real as real? Macroeconomic behavior in a large-scale virtual world

    Open Access•Edward Castronova, Dmitri Williams et al.•New Media & Society•2009

  • Schmoozing and Smiting

    Open Access•Rabindra A Ratan, Rabindra Ratan et al.•Journal of Computer-Mediated…•2010

  • Who plays, how much, and why? Debunking the stereotypical gamer profile

    Open Access•Dmitri Williams, Nick Yee et al.•Journal of Computer-Mediated…•2008

  • The Mapping Principle, and a Research Framework for Virtual Worlds

    Open Access•Dmitri Williams•Communication Theory•2010

  • E-Mail as Spectroscopy

    Joshua R Tyler, Dennis M Wilkinson et al.•The Information Society•2005

  • Unobtrusive Measures

    Ellis B Page, Eugene J Webb et al.•American Educational Research…•1966

  • Theories of Communication Networks

    Peter R Monge, Noshir Contractor•Theories of Communication Networks•2003

  • From Tree House to Barracks

    Open Access•Dmitri Williams, Nicolas Ducheneaut et al.•Games and Culture•2006

  • Can You Hear Me Now? The Impact of Voice in an Online Gaming Community

    Open Access•Dmitri Williams, Scott Caplan et al.•Human Communication Research•2007

Obras citantes distintas7
Citações por ano0,5
Intervalo de citações2012 - 2021 (10)
Velocidade de citaçãohistorical
Altamente citadoNão
Tipos de citaçãoNeutras: 7
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