Abstract
The digital nature of online games makes them particularly amenable to large-scale, automated data collection and analysis; so researchers have begun to use them as living laboratories to test or refine the existing theories of human behavior. On the basis of several years of intensive data collection in several massively multiplayer online games, this chapter addresses three problems concerning validity and generalizability that must be taken into account. First, each game has a set of laws that steer player behavior, thereby introducing confounding factors that have to be taken into account by the researcher. Second, games attract skewed samples of players, and players may adopt transformed personalities inside the game world, which puts into question the validity of extending findings from observations in the digital realm into the physical one. Third, the lack of a clear boundary defining the “game space,” illustrated by the many websites and forums for popular games, raises the question of whether online games themselves capture the totality of the user’s experience. The problematic mapping between “real-world” behaviors and those in online games presents research opportunities as well as pitfalls that need to be avoided.
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Notes
- 1.
http://www.raphkoster.com/gaming/laws.shtml
- 2.
http://en.wikipedia.org/wiki/World
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Ducheneaut, N. (2010). Massively Multiplayer Online Games as Living Laboratories: Opportunities and Pitfalls. In: Bainbridge, W. (eds) Online Worlds: Convergence of the Real and the Virtual. Human-Computer Interaction Series. Springer, London. https://doi.org/10.1007/978-1-84882-825-4_11
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