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
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