| | Category | BE | L04 | Using MMORPG data to validate psycho-dynamics of collaboration |
| | Abstract | Researchers have noticed that virtual environments such as EverQuest II |
| | serve as major mechanisms for socialization and learning. By observing |
| | various aspects within the virtual worlds, we can better understand |
| | behavior and interactions in the real world. |
| | |
| | The purpose of this study was to analyze various datasets (provided by |
| | Sony Entertainment) containing information obtained from the game |
| | EverQuest II. Part of my analysis included placing the twenty-four available |
| | characters classes in clusters based on various factors including play |
| | time, grouping (collaboration), and the types of tasks completed in order to |
| | determine which classes are more similar and which classes advance |
| | faster or perform better. |
| | |
| | Results of the grouping analysis show that certain collaboration improves |
| | task performance in the virtual world. It will further allow potential gamers |
| | to choose which character they should play depending on what kind of an |
| | experience they would like to have. Additionally, the results will provide |
| | Sony Entertainment with a tool that will allow the company to see whether |
| | or not the game is being played as expected. Researchers can use the |
| | game to simulate human interactions and to determine when collaboration |
| | is most effective in real world tasks. |
| | Bibliography | http://everquest2.station.sony.com/gameinfo/classes |