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Science 27 July 2007:
Vol. 317. no. 5837, pp. 472 - 476
DOI: 10.1126/science.1146930

Review

The Scientific Research Potential of Virtual Worlds

William Sims Bainbridge

Online virtual worlds, electronic environments where people can work and interact in a somewhat realistic manner, have great potential as sites for research in the social, behavioral, and economic sciences, as well as in human-centered computer science. This article uses Second Life and World of Warcraft as two very different examples of current virtual worlds that foreshadow future developments, introducing a number of research methodologies that scientists are now exploring, including formal experimentation, observational ethnography, and quantitative analysis of economic markets or social networks.

Division of Information and Intelligent Systems, National Science Foundation, 4201 Wilson Boulevard, Arlington, VA 22230, USA.

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THIS ARTICLE HAS BEEN CITED BY OTHER ARTICLES:
Playing doctor well.
A. W. Flaherty (2008)
Neurology 70, 826-827
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E-Letters:

Read all E-Letters

An Online Virtual World Built by Scientists
James M. Bower
Science Online, 9 Aug 2007 [Full text]



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Science. ISSN 0036-8075 (print), 1095-9203 (online)