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Many online social networking tools have fulfilled uses their creators had never dreamed of. Twitter started as a way to tell others what you were doing, and then surprisingly, turned into a tool to find gas during the Atlanta gas crunch1 last year.
Now online video games, called MMORPGs (massive multiplayer online role-playing games)—are providing enormous amounts of data for social scientists studying human behavior.
A 20-person research group has started to analyze2 three years of online data culled3 from Sony’s popular fantasy game, EverQuest II. They have 60 terabytes of information detailing the actions of 300,000 players, most of whom are 31 years of age, a lot women, surprisingly, and play an average 26 hours per week.
Preliminary findings include: the game economy mirrors the real-world economy. Trust among the players is stronger than trust for general strangers online, proving that players consider it a community.
There are now 45 million people playing MMORPGs and the researchers intend to prove new hypotheses in real-life group dynamics4, conversation, conflict and learning by quantifying the online-life within these games.
So all those hours spent online networking is proving useful to a greater cause: the study of ourselves. Game on.
把网游作为研究工具
许多网络社交工具实现了他们的创造者当初从来就没有梦想的功能。“Twitter”在开始阶段的作用是给其他人发送即时信息,告诉他们你正在干些什么。非常令人吃惊地是后来 “Twitter”在去年亚特兰大闹煤气荒期间转变成为寻找煤气的一种工具。
现在名为MMORPGs(大型多人在线角色扮演游戏)的网络游戏为社会科学家们研究人类行为提供了大量的数据。
一个由20人组成的研究小组已经开始分析从《无尽的任务2》(EverQuest II)中所采集来的3年在线数据,这款流行的奇幻网络游戏是索尼公司开发的。研究者们拥有60兆节的信息数据,这些数据详细给出了30万个玩家的活动情况,他们平均每周玩26个小时的游戏,其中大部分的玩家的年龄在31岁,令人吃惊的是,玩家中有许多的女性。
前期的研究结果包括:游戏的经济情况反映了现实世界的经济情况。玩家之间的信任程度要高于网络中普通陌生人之间的信任程度,这证明玩家们把这种网络游戏看成一个社区。
目前有4500万人在玩MMORPGs,这些研究者们想通过对这些游戏里的虚拟生活(online-life)的量化研究来证明现实生活(real-life)中的假说,这些假说包括群体动力学、交谈、冲突以及学习。
所以,所有花在网络社交的那些时间对于一项更伟大的事业——研究我们人类自身——正在证明其有用性。接着玩吧!
点击收听单词发音
1 crunch | |
n.关键时刻;艰难局面;v.发出碎裂声 | |
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2 analyze | |
vt.分析,解析 (=analyse) | |
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3 culled | |
v.挑选,剔除( cull的过去式和过去分词 ) | |
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4 dynamics | |
n.力学,动力学,动力,原动力;动态 | |
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