William Sims Bainbridge. The Warcraft Civilization: Social Science in a Virtual World

Bruce J. Petrie
{"title":"William Sims Bainbridge. The Warcraft Civilization: Social Science in a Virtual World","authors":"Bruce J. Petrie","doi":"10.4245/SPONGE.V4I1.13757","DOIUrl":null,"url":null,"abstract":"New branches of social science primarily engaging the “internet revolution” are appearing alongside mainstream research and journals such as Cyberpsychology, Behavior, and Social Networking are providing social scientists with an outlet of peer-reviewed research. HPS scholars will find new methodologies and the relation of technology to social science of particularly interest. Social scientists are becoming increasingly interested in virtual realities (see Milburn (Spontaneous Generations 2008, 63)) and are declaring time spent “in-game” ethnographic research. William Sims Bainbridge boasts 2300+ hours (approximately 96 days) of ethnographic research into a virtual world he calls “The Warcraft Civilization.” Blizzard Entertainment reported in a December 2008 press release that World of Warcraft (WoW), its extraordinarily successful 2004 massively multiplayer online role-playing game (MMORPG) comprised 11.5 million subscribers worldwide . In order to accommodate player demand, Blizzard uses hundreds of servers, artfully called realms, each running an instance of WoW for subscribers to play on. There are four types of realms: normal or player-versus-environment (PvE) realms, player-versus-player (PvP) realms, role-playing (RP) realms, and role-playing player-versus-player (RP-PvP) realms. The most popular realms are PvE and PvP; players on RP and RP-PvP realms are meant to “live” in WoW and therefore must adhere to role-playing policies such as remaining “in-character” of the avatar they have selected.","PeriodicalId":29732,"journal":{"name":"Spontaneous Generations-Journal for the History and Philosophy of Science","volume":null,"pages":null},"PeriodicalIF":0.1000,"publicationDate":"2010-08-09","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":"2","resultStr":null,"platform":"Semanticscholar","paperid":null,"PeriodicalName":"Spontaneous Generations-Journal for the History and Philosophy of Science","FirstCategoryId":"1085","ListUrlMain":"https://doi.org/10.4245/SPONGE.V4I1.13757","RegionNum":0,"RegionCategory":null,"ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":null,"EPubDate":"","PubModel":"","JCR":"Q4","JCRName":"HISTORY & PHILOSOPHY OF SCIENCE","Score":null,"Total":0}
引用次数: 2

Abstract

New branches of social science primarily engaging the “internet revolution” are appearing alongside mainstream research and journals such as Cyberpsychology, Behavior, and Social Networking are providing social scientists with an outlet of peer-reviewed research. HPS scholars will find new methodologies and the relation of technology to social science of particularly interest. Social scientists are becoming increasingly interested in virtual realities (see Milburn (Spontaneous Generations 2008, 63)) and are declaring time spent “in-game” ethnographic research. William Sims Bainbridge boasts 2300+ hours (approximately 96 days) of ethnographic research into a virtual world he calls “The Warcraft Civilization.” Blizzard Entertainment reported in a December 2008 press release that World of Warcraft (WoW), its extraordinarily successful 2004 massively multiplayer online role-playing game (MMORPG) comprised 11.5 million subscribers worldwide . In order to accommodate player demand, Blizzard uses hundreds of servers, artfully called realms, each running an instance of WoW for subscribers to play on. There are four types of realms: normal or player-versus-environment (PvE) realms, player-versus-player (PvP) realms, role-playing (RP) realms, and role-playing player-versus-player (RP-PvP) realms. The most popular realms are PvE and PvP; players on RP and RP-PvP realms are meant to “live” in WoW and therefore must adhere to role-playing policies such as remaining “in-character” of the avatar they have selected.
查看原文
分享 分享
微信好友 朋友圈 QQ好友 复制链接
本刊更多论文
威廉·西姆斯·班布里奇。《魔兽文明:虚拟世界中的社会科学
主要参与“互联网革命”的社会科学新分支与主流研究一起出现,网络心理学、行为和社会网络等期刊为社会科学家提供了同行评议研究的出口。HPS学者将发现新的方法和技术与社会科学的关系特别感兴趣。社会科学家对虚拟现实越来越感兴趣(参见Milburn的《自发世代》(Spontaneous Generations), 2008, 63)),并宣称花时间进行“游戏内”人种学研究。William Sims Bainbridge对他称之为“魔兽文明”的虚拟世界进行了2300多个小时(约96天)的人种学研究。暴雪娱乐公司在2008年12月的一份新闻稿中称,其2004年大获成功的大型多人在线角色扮演游戏《魔兽世界》在全球拥有1150万用户。为了满足玩家的需求,暴雪使用了数百个服务器,巧妙地称为realms,每个服务器都运行一个《魔兽世界》的实例供用户玩。有四种类型的领域:普通或玩家对抗环境(PvE)领域、玩家对抗玩家(PvP)领域、角色扮演(RP)领域和角色扮演玩家对抗玩家(RP-PvP)领域。最受欢迎的领域是PvE和PvP;RP和RP- pvp领域的玩家意味着“活在”《魔兽世界》中,因此必须坚持角色扮演策略,如保持他们所选择的角色的“角色”。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
求助全文
约1分钟内获得全文 去求助
来源期刊
自引率
0.00%
发文量
0
期刊最新文献
Beyond Realism and Antirealism ---At Last? Tolstoy’s argument: realism and the history of science Douglas A. Vakoch and Matthew F. Dowd. The Drake Equation: Estimating the Prevalence of Extraterrestrial Life through the Ages The Relevance of Evidence from the History of Science in the Contemporary Realism/Anti-realism Debate Four Challenges to Epistemic Scientific Realism—and the Socratic Alternative.
×
引用
GB/T 7714-2015
复制
MLA
复制
APA
复制
导出至
BibTeX EndNote RefMan NoteFirst NoteExpress
×
×
提示
您的信息不完整,为了账户安全,请先补充。
现在去补充
×
提示
您因"违规操作"
具体请查看互助需知
我知道了
×
提示
现在去查看 取消
×
提示
确定
0
微信
客服QQ
Book学术公众号 扫码关注我们
反馈
×
意见反馈
请填写您的意见或建议
请填写您的手机或邮箱
已复制链接
已复制链接
快去分享给好友吧!
我知道了
×
扫码分享
扫码分享
Book学术官方微信
Book学术文献互助
Book学术文献互助群
群 号:481959085
Book学术
文献互助 智能选刊 最新文献 互助须知 联系我们:info@booksci.cn
Book学术提供免费学术资源搜索服务,方便国内外学者检索中英文文献。致力于提供最便捷和优质的服务体验。
Copyright © 2023 Book学术 All rights reserved.
ghs 京公网安备 11010802042870号 京ICP备2023020795号-1