. Earth Science News .
Virtual Games Players Stick Close To Home

The researchers utilized a survey of 7,000 players - making it one of the largest social science research projects ever performed.
by Staff Writers
Boston MA (SPX) Feb 24, 2009
In the real world, tracking a person's social network - which could include hundreds of contacts that serve different purposes - is nearly impossible.

But in online virtual games like EverQuest II, where tens of thousands of people leave digital traces as they chat with one another, perform quests together, form groups and buy and sell goods, researchers have found a gold mine of networking data.

That's where social scientist and engineer Noshir Contractor comes in. Contractor, the Jane S. and William J. White Professor of Behavioral Sciences at the McCormick School of Engineering and Applied Science at Northwestern University, and his collaborators are studying nearly 60 terabytes of data from EverQuest II, a fantasy massive multiplayer online role-playing game where players complete quests and socialize with each other.

The researchers analyzed this data along with a survey of 7,000 players - making it one of the largest social science research projects ever performed, Contractor said.

The group has mined the data logs from the game to look for "structural signatures" that indicate different kinds of social network configurations.

"We can see whom these players talked to, whom they played with, and all the other interactions and transactions they had," Contractor said. "In many ways it's a microcosm of our existence in the general social world."

The researchers found that many players underestimate the amount of time they spend playing the games, and the number of players who say they are depressed is disproportionately high. They also found that women don't like to play with other women but are generally the most dedicated and satisfied players. And players aren't just teenagers - in fact, the average age of a player is substantially higher.

But what most surprised Contractor was that even though players could play the game with anyone, anywhere, most people played with people in their general geographic area.

"People end up playing with people nearby, often with people they already know," Contractor said. "It's not creating new networks. It's reinforcing existing networks. You can talk to anyone anywhere, and yet individuals 10 kilometers away from each other are five times more likely to be partners than those who are 100 kilometers away from each other."

Worldwide, nearly 45 million people play massive multiplayer online role-playing games like EverQuest II, and the amount of real-world money associated with virtual worlds would make it the seventh largest country in the world according to gross domestic product.

"This is not a trivial issue," Contractor said. "Now that we have the computing power to study these networks, we can explore different theories about social processes on a scale that was never possible before."

Share This Article With Planet Earth
del.icio.usdel.icio.us DiggDigg RedditReddit
YahooMyWebYahooMyWeb GoogleGoogle FacebookFacebook



Related Links
Northwestern University
All About Human Beings and How We Got To Be Here



Memory Foam Mattress Review
Newsletters :: SpaceDaily :: SpaceWar :: TerraDaily :: Energy Daily
XML Feeds :: Space News :: Earth News :: War News :: Solar Energy News


Galicia's abandoned villages get new lives
Porto Do Son, Spain (AFP) Feb 21, 2009
For hundreds of years, the inhabitants of Spain's rugged Galicia region have emigrated throughout the world in search of better lives, leaving their homes and villages to fall into decline.







  • One killed in Romanian military lab explosion
  • China quake victims clash with police: rights group
  • Rudd says Australia will rise from 'ashes of despair'
  • Australian wildfire death toll rises to 208: police

  • 2008 Was Earth's Coolest Year Since 2000
  • Climate change risk underestimated: study
  • US, China pledge joint effort on economy, climate change
  • China says willing to work with US on climate change

  • Five Things About The Orbiting Carbon Observatory
  • Google shoots down 'Atlantis' pictures
  • Scientists Find Black Gold Amidst Overlooked Data
  • NASA-Funded Carbon Dioxide Map Of US Released On Google Earth

  • BP to pay 179 million dollars to settle Texas pollution case
  • Analysis: Khodorkovsky in court again
  • Blast damages NATO oil tanker in Pakistan: official
  • Analysis: Iran wants Turkmen gas

  • Climate Change May Alter Malaria Patterns
  • Hong Kong bird tests positive for H5N1
  • China bird flu not pandemic, but be prepared: UN
  • AIDS now China's deadliest infectious disease: govt

  • Synthetic Biology Yields Clues To Evolution And The Origin Of Life
  • Ribosome Building Blocks
  • Poachers put Balkan lynx on brink of extinction
  • Changing Ocean Conditions Turning Penguins Into Long-Distance Commuters

  • Dozens hit by food poisoning in NE China: state media
  • Proposed treaty to reduce mercury use
  • Nigeria to clamp down on e-waste imports: minister
  • Whiff of change for stinking Dubai beaches

  • Virtual Games Players Stick Close To Home
  • Now You See It, Now You Don't
  • Study: Forensics rely on flawed science
  • Galicia's abandoned villages get new lives

  • The content herein, unless otherwise known to be public domain, are Copyright 1995-2007 - SpaceDaily.AFP and UPI Wire Stories are copyright Agence France-Presse and United Press International. ESA Portal Reports are copyright European Space Agency. All NASA sourced material is public domain. Additional copyrights may apply in whole or part to other bona fide parties. Advertising does not imply endorsement,agreement or approval of any opinions, statements or information provided by SpaceDaily on any Web page published or hosted by SpaceDaily. Privacy Statement