World of Warcraft and Second Life are proving a boon to social scientists who are using them as virtual laboratories.
Researchers are getting insights into real life by studying what people do in virtual worlds, reveals a review in the journal Science.
It suggests virtual worlds could help scientists studying ideas of government and even concepts of self.
Others are looking at behaviours peculiar to online worlds and how they differ from real life.
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Serious games (SGs) or persuasive games are computer and video games used as persuasion technology or educational technology. They can be similar to educational games, but are often intended for an audience outside of primary or secondary education. Serious games can be of any genre and many of them can be considered a kind of edutainment.
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Monday, 30 July 2007
Game worlds show their human side
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