The Virtual Worlds Exploratorium
Using Large-Scale Data and Computational Techniques for Communication Research
Dados Bibliográficos
| ID | 12971199 |
|---|---|
| Autores | Dmitri 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) |
| Ano | 2011 |
| Volume | 5 |
| Fascículo | 2 |
| Páginas | 163-180 |
| Data de publicação | 2011-04-01 |
| Peer Reviewed | Sim |
| Open Access | Não |
| Tipo | ARTICLE |
| Periódico | Communication Methods and Measures (JOURNAL) |
| Identificadores do periódico | ISSN: 1931-2458 • E-ISSN: 1931-2466 |
| Editora | Taylor & Francis (PUBLISHER • GB) |
| DOI | 10.1080/19312458.2011.568373 |
| OpenAlex | W2018432838 |
| Idioma | EN |
| Citações recebidas | 7 |
| Referências citadas | 25 |
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
Data Mining
Video game play is positively correlated with well-being
Motivations for self-assembling into project teams
Network-Related Personality and the Agency Question
Improving team performance prediction in MMOGs with temporal communication networks
Emergent Cultural Differences in Online Communities' Norms of Fairness
The Internet in Everyday Life
Statistical mechanics of community detection
Community structure in social and biological networks
Transformed Social Interaction, Augmented Gaze, and Social Influence in Immersive Virtual Environments
Virtual Cultivation
Historical Trends in Research on Children and the Media
Online Worlds
Hanging Out in the Virtual PubMasculinities and Relationships Online
Problematic Internet use and psychosocial well-being among MMO players
Looking for Gender
Play Between Worlds
The Demographics, Motivations, and Derived Experiences of Users of Massively Multi-User Online Graphical Environments
As real as real? Macroeconomic behavior in a large-scale virtual world
Schmoozing and Smiting
Who plays, how much, and why? Debunking the stereotypical gamer profile
The Mapping Principle, and a Research Framework for Virtual Worlds
E-Mail as Spectroscopy
Unobtrusive Measures
Theories of Communication Networks
From Tree House to Barracks
Can You Hear Me Now? The Impact of Voice in an Online Gaming Community
| Obras citantes distintas | 7 |
|---|---|
| Citações por ano | 0,5 |
| Intervalo de citações | 2012 - 2021 (10) |
| Velocidade de citação | historical |
| Altamente citado | Não |
| Tipos de citação | Neutras: 7 |