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On the connection between real-world circumstances and online player behaviour: The case of EVE Online.
Belaza, Andres M; Ryckebusch, Jan; Schoors, Koen; Rocha, Luis E C; Vandermarliere, Benjamin.
Afiliación
  • Belaza AM; Department of Physics and Astronomy, Ghent University, Ghent, Belgium.
  • Ryckebusch J; Department of Economics, Ghent University, Ghent, Belgium.
  • Schoors K; Department of Physics and Astronomy, Ghent University, Ghent, Belgium.
  • Rocha LEC; Department of Economics, Ghent University, Ghent, Belgium.
  • Vandermarliere B; National Research University, Higher School of Economics, Moscow, Russia.
PLoS One ; 15(10): e0240196, 2020.
Article en En | MEDLINE | ID: mdl-33085667
ABSTRACT
Games involving virtual worlds are popular in several segments of the population and societies. The online environment facilitates that players from different countries interact in a common virtual world. Virtual worlds involving social and economic interactions are particularly useful to test social and economic theories. Using data from EVE Online, a massive online multi-player game simulating a fantasy galaxy, we analyse the relation between the real-world context in which players live and their in-game behaviour at the country level. We find that in-game aggressiveness to non-player characters is positively related to real-world levels of aggressiveness as measured by the Global Peace Index and the Global Terrorist Index at the country level. The opposite is true for in-game aggressiveness towards other players, which seems to work as a safety valve for real-world player aggressiveness. The ability to make in-game friends is also positively related to real-world levels of aggressiveness in much the same way. In-game trading behaviour is dependent on the macro-economic environment where players live. The unemployment rate and exchange rate make players trade more efficiently and cautiously in-game. Overall, we find evidence that the real-world environment affects in-game behaviour, suggesting that virtual worlds can be used to experiment and test social and economic theories, and to infer real-world behaviour at the country level.
Asunto(s)

Texto completo: 1 Colección: 01-internacional Banco de datos: MEDLINE Asunto principal: Juegos de Video / Realidad Virtual Límite: Humans Idioma: En Revista: PLoS One Asunto de la revista: CIENCIA / MEDICINA Año: 2020 Tipo del documento: Article País de afiliación: Bélgica

Texto completo: 1 Colección: 01-internacional Banco de datos: MEDLINE Asunto principal: Juegos de Video / Realidad Virtual Límite: Humans Idioma: En Revista: PLoS One Asunto de la revista: CIENCIA / MEDICINA Año: 2020 Tipo del documento: Article País de afiliación: Bélgica