On the connection between real-world circumstances and online player behaviour : the case of EVE Online
Autor: | Benjamin Vandermarliere, Luis E. C. Rocha, Andres M. Belaza, Koen Schoors, Jan Ryckebusch |
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Jazyk: | angličtina |
Rok vydání: | 2020 |
Předmět: |
Index (economics)
Internationality Economics Social Sciences Astronomical Sciences Metaverse 0508 media and communications Sociology Psychology education.field_of_study Multidisciplinary 05 social sciences Statistics Virtual Reality 050301 education General Medicine Celestial Objects Aggression Physical Sciences Medicine medicine.symptom Games General Agricultural and Biological Sciences Social psychology Social theory Research Article Science Population 050801 communication & media studies Context (language use) Genetics and Molecular Biology Social Theory STRUCTURAL BALANCE Business and Economics Exchange rate medicine Humans Fantasy education Behavior ComputingMilieux_PERSONALCOMPUTING Biology and Life Sciences Social Play Galaxies Cosine Similarity Video Games Socioeconomic Factors Labor Economics General Biochemistry Recreation Similarity Measures 0503 education Mathematics |
Zdroj: | PLOS ONE PLoS ONE PLoS ONE, Vol 15, Iss 10, p e0240196 (2020) |
ISSN: | 1932-6203 |
Popis: | 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. |
Databáze: | OpenAIRE |
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