The Scientific Research Potential of Virtual Worlds
By William Sims Bainbridge. Science, 2007
931 citations recorded by the source corpus.
Subfields: Artificial Intelligence, Clinical Psychology, Sociology and Political Science
View Paper: https://www.semanticscholar.org/paper/27cc5ee0be95557c92dcac123c3f1f60eabf4d20
How researchers see this paper
The researchers whose trusted networks rank it highest, strongest advocate first. Every researcher gets a different order.
In Artificial Intelligence
- Andrija Javor
- Bonnie A. Nardi
- Renaud Lambiotte
- Eleni Stroulia
- Stefan Thurner 4
- René Riedl
- Javier Cueto
- S. Thorne
In Clinical Psychology
- Andrija Javor
- Bonnie A. Nardi
- René Riedl
- Javier Cueto
- Wanda J. Orlikowski
- Stephen X. Zhang
- Paolo Giardullo
In Sociology and Political Science
- Wanda J. Orlikowski
- S. Thorne
- Julie M. Sykes
- Rebecca W. Black
- Andrija Javor
- Bonnie A. Nardi
- Renaud Lambiotte
- René Riedl
Citations in the corpus
- Multirelational organization of large-scale social networks in an online world (2010, background): “The booming popularity of MMOGs opens previously unthinkable potentials for datadriven, quantitative socio-economic research [23], and enables e.”
- Game On, Science - How Video Game Technology May Help Biologists Tackle Visualization Challenges (2013, background): “Such games can be a platform for education [37] as well as a place of study for academic fields such as social, behavioural and economic sciences [38].”
- The Study of Bias in Entrepreneurship (2017, background): “Virtual social networks contain “big data,” opening unprecedented new research opportunities in social, behavioral, and economic sciences (Bainbridge, 2007).”
- Does ‘bigger’ mean ‘better’? Pitfalls and shortcuts associated with big data for social research (2015, background): “…speed in collecting and analysing data through informatics tools, at relatively low research costs, as conducted in much web-based research (Bainbridge 2007), is definitely an effective way of obtaining success, for example, some tools are becoming fairly well-known among research teams,…”
- The online laboratory: conducting experiments in a real labor market (2010, neutral): “In 1997, the National Science Foundation sponsored a workshop called NetLab to investigate the potential of online experimentation (Bainbridge, 2007).”
- Avatars, People, and Virtual Worlds: Foundations for Research in Metaverses (2009, neutral): “This is an important point since our definition of a metaverse highlights the interaction of people as avatars with each other as well as software agents (Bainbridge, 2007).”
- The Biology of Trust: Integrating Evidence From Genetics, Endocrinology, and Functional Brain Imaging (2012, background): “…Internet, however, an increasing number of users have started to represent themselves as computer generated virtual characters, so-called avatars (Bainbridge, 2007).3 Thus, the question arises whether the neurobiological mechanisms underlying human trust behavior in traditional faceto-face…”
- Our Princess Is in Another Castle (2012, background): “Across the science video game literature, inconclusive results indicate how opportunities for video gaming in science education have yet to be fully explored and should be examined with specific emphasis on deep understanding over low-level vocabulary and concept memorization (Bainbridge, 2007).”
- Strangers and friends: collaborative play in world of warcraft (2006, background): “Now that games are an important part of internet use, we have an opportunity to recognize the collaborative aspects of online fun, to expand “CSCW” to include activities that provide entertainment (Brown & Bell 2004; Bainbridge, 2007; Ducheneaut & Moore 2004; Ducheneaut, Yee, Nickell, & Moore, 200”
- Virtual worlds - past, present, and future: New directions in social computing (2009, background): “For a discussion of some open research topics, see [5] or [43] where applicable social science methodologies are summarized.”
- Second Language Use, Socialization, and Learning in Internet Interest Communities and Online Gaming (2009, background): “…and microblogging utilities like Facebook, MySpace, and Twitter (Thompson, 2008, n.p.; see also Warschauer & Grimes, 2007), or instances where three generations of relatives meet in the popular online game World of Warcraft to play together as a form of family recreation (Bainbridge, 2007).”
- The sociomateriality of organisational life: considering technology in management research (2010, background): “…World of Warcraft is estimated in the tens of millions (Hof, 2006; Nardi and Harris, 2006), while synthetic worlds are also emerging as interesting sites of experimentation among scientists, educators, and software teams (Bainbridge, 2007; Hut, 2008; Moore and Jackson, 2008; Schultze et al., 2008).”