Skip to main content

Part of the book series: Human-Computer Interaction Series ((HCIS))

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).

This is a preview of subscription content, log in via an institution to check access.

Access this chapter

Chapter
USD 29.95
Price excludes VAT (USA)
  • Available as PDF
  • Read on any device
  • Instant download
  • Own it forever
eBook
USD 84.99
Price excludes VAT (USA)
  • Available as EPUB and PDF
  • Read on any device
  • Instant download
  • Own it forever
Softcover Book
USD 109.99
Price excludes VAT (USA)
  • Compact, lightweight edition
  • Dispatched in 3 to 5 business days
  • Free shipping worldwide - see info

Tax calculation will be finalised at checkout

Purchases are for personal use only

Institutional subscriptions

Notes

  1. 1.

    http://www.myextralife.com/wow/

  2. 2.

    http://breakingmagiccircle.wordpress.com/programme/

References

  • Bainbridge WS (2007) The Scientific Research Potential of Virtual Worlds. Science 317:472-476

    Article  Google Scholar 

  • Bainbridge WS (2009) Etopia. ACM Networker 13:36-37

    Article  Google Scholar 

  • Bainbridge WS (2010) The Warcraft Civilization. Cambridge, MA: MIT Press.

    Google Scholar 

  • Bohannon J (2008a) Scientists, We Need Your Swords!. Science 320:312

    Article  Google Scholar 

  • Bohannon J (2008b) Scientists Invade Azeroth. Science 320:1592

    Article  Google Scholar 

  • Bohannon J (2008c) Slaying Monsters for Science. Science online (http://www.sciencemag.org/cgi/content/full/320/5883/1592c)

  • Castronova E (2005) Synthetic Worlds: The Business and Culture of Online Games. University of Chicago Press, Chicago, IL

    Google Scholar 

  • Castronova E (2007) Exodus to the Virtual World: How Online Fun is Changing Reality. Palgrave Macmillan, New York

    Google Scholar 

  • Corneliussen HG, Rettberg JW (eds) (2008) Digital Culture, Play and Identity: A World of Warcraft Reader. MIT Press, Cambridge, MA

    Google Scholar 

  • Huizinga J (1949) Homo Ludens: A Study of the Play-Element in Culture. London Routledge and Kegan Paul

    Google Scholar 

  • Lessig L (1999) Code and Other Laws of Cyberspace. Basic Books, New York

    Google Scholar 

Download references

Author information

Authors and Affiliations

Authors

Editor information

Editors and Affiliations

Rights and permissions

Reprints and permissions

Copyright information

© 2010 Springer-Verlag London Limited

About this chapter

Cite this chapter

Bainbridge, W.S. (2010). New World View. 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_2

Download citation

  • DOI: https://doi.org/10.1007/978-1-84882-825-4_2

  • Published:

  • Publisher Name: Springer, London

  • Print ISBN: 978-1-84882-824-7

  • Online ISBN: 978-1-84882-825-4

  • eBook Packages: Computer ScienceComputer Science (R0)

Publish with us

Policies and ethics