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2010 | OriginalPaper | Chapter

2. New World View

Author : William Sims Bainbridge

Published in: Online Worlds: Convergence of the Real and the Virtual

Publisher: Springer London

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Abstract

This chapter reports the wide range of ideas in a pair of major scientific conference meetings held inside the most popular virtual world, World of Warcraft (WoW), May 9 and May 10, 2008, plus the challenges of organizing these online events. More than a hundred scholars and scientists contributed to each session, the first covering research on World of Warcraft, and the second examining how virtual worlds fit into the larger world of human experience. A third session, held on May 11, was the starting point for the concluding chapter of this volume. This chapter describes how WoW and other virtual worlds can be used as laboratories for studying human behavior, using both qualitative and quantitative methodologies, and the affordances of virtual worlds can be used to support scientific communication (Bainbridge 2007, in press).

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Literature
go back to reference Bainbridge WS (2007) The Scientific Research Potential of Virtual Worlds. Science 317:472-476CrossRef Bainbridge WS (2007) The Scientific Research Potential of Virtual Worlds. Science 317:472-476CrossRef
go back to reference Bainbridge WS (2010) The Warcraft Civilization. Cambridge, MA: MIT Press. Bainbridge WS (2010) The Warcraft Civilization. Cambridge, MA: MIT Press.
go back to reference Castronova E (2005) Synthetic Worlds: The Business and Culture of Online Games. University of Chicago Press, Chicago, IL Castronova E (2005) Synthetic Worlds: The Business and Culture of Online Games. University of Chicago Press, Chicago, IL
go back to reference Castronova E (2007) Exodus to the Virtual World: How Online Fun is Changing Reality. Palgrave Macmillan, New York Castronova E (2007) Exodus to the Virtual World: How Online Fun is Changing Reality. Palgrave Macmillan, New York
go back to reference Corneliussen HG, Rettberg JW (eds) (2008) Digital Culture, Play and Identity: A World of Warcraft Reader. MIT Press, Cambridge, MA Corneliussen HG, Rettberg JW (eds) (2008) Digital Culture, Play and Identity: A World of Warcraft Reader. MIT Press, Cambridge, MA
go back to reference Huizinga J (1949) Homo Ludens: A Study of the Play-Element in Culture. London Routledge and Kegan Paul Huizinga J (1949) Homo Ludens: A Study of the Play-Element in Culture. London Routledge and Kegan Paul
go back to reference Lessig L (1999) Code and Other Laws of Cyberspace. Basic Books, New York Lessig L (1999) Code and Other Laws of Cyberspace. Basic Books, New York
Metadata
Title
New World View
Author
William Sims Bainbridge
Copyright Year
2010
Publisher
Springer London
DOI
https://doi.org/10.1007/978-1-84882-825-4_2