Mar 2 2009, 10:00am CST | by Shane McGlaun
The researchers used the virtual world to model social and behavioral dynamics of individuals, groups, and networks within large communities. The study found evidence that social sciences are at the threshold of a fundamental shift not only in understanding but also in the ways used to study behavior.
The researchers say that Everquest 2 has over 300,000 players who average a whopping 26 hours per week playing the game. World of Warcraft has huge player base many times the amount of players that Everquest offers. I wonder why they opted for studying Everquest 2 rather than WoW.
Via U of W
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Shane McGlaun
Leading our review center, Shane knows technology inside out. His
extensive experience in testing computer hardware and consumer
electronics enable him to effectively qualify new products and trends. If you want us review your product, please contact Shane.
Shane can be contacted directly at shane@i4u.com.
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