Massively multiplayer online games as living laboratories: opportunities and pitfalls

Details

Event Online Worlds: Convergence of the Real and the Virtual

Authors

Ducheneaut, Nicolas
Technical Publications
January 1st 2010
In this chapter, I draw on our experience collecting and analyzing behavioral data in online games to discuss the validity of using online games as experimental sites for social science research. In particular, I argue that assuming the existence of a direct mapping between online games and more familiar real world spaces might be overly optimistic in some cases, but perhaps less than one might initially think. More importantly I argue that wherever the mapping breaks down, it should also be possible to explain why and to subsequently factor out the confounding factors, which makes using online games as experimental sites a valid proposition provided it is done carefully. My arguments are based on the data we collected, in an attempt to ground the debate rather than arguing about the merits of these environments as a research platform in the abstract.

Citation

Ducheneaut, N. Massively multiplayer online games as living laboratories: opportunities and pitfalls. Online Worlds: Convergence of the Real and the Virtual, edited by William S. Bainbridge. London: Springer; 2010; 135-146.

Additional information

Focus Areas

Our work is centered around a series of Focus Areas that we believe are the future of science and technology.

FIND OUT MORE
Licensing & Commercialization Opportunities

We’re continually developing new technologies, many of which are available for Commercialization.

FIND OUT MORE
News

PARC scientists and staffers are active members and contributors to the science and technology communities.

FIND OUT MORE