Monday, April 12, 2010

1.Virtual Worlds, Real Science: Epidemiologists, Social Scientists Flock to Online World
Brian Vastag
Science News, Vol. 172, No. 17 (Oct. 27, 2007), pp. 264-265
Published by: Society for Science & the Public
Stable URL: http://www.jstor.org/stable/20056213

This article I found is about World of Warcraft and the effects of a wide spread epidemic. Apparently in 2005 Blizzard release a new dungeon and one of the curses they allowed the boss to have seaped out into the world and sread everywhere from there. This was very useful to people who study the effect of epidemics on people because even though it was in a vurtual world many of the responses were life like. "Word spread urging everyone to flee, but still the plague ripped through the world creating a holocaust." I believe this quote shows the severity of Massive online games and how serious it's players take it.

The Attitudes, Feelings, and Experiences
of Online Gamers: A Qualitative Analysis
Zaheer Hussain, M.Sc. and Mark D. Griffiths, Ph.D.
CYBERPSYCHOLOGY & BEHAVIOR
Volume 12, Number 6, 2009
ยช Mary Ann Liebert, Inc.
DOI: 10.1089=cpb.2009.0059

This scholarly article is a pretty big experiment done on 71 participants from 11 different countries on the effects of MMORPGs. I know for a fact that this article will be helpful in paper 4 because it's title and abstract discuss exactly what I am interested in.Apparantly, "81% of online gamers were male and that
the mean age of players was 28 years." I find this very interesting and can't wait to see what else this article has to offer for me.

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