Residents of second life- an online computer game in which players can
do almost everything they can do in real life, such as buy and sell
property, take classes and date-tout their world's realistic
settings and social opportunities. Now a growing number of scientists
are beginning to take notice and are bringing their human behavior
research into the virtual world.



Second life allows researchers to study scenarios that they cannot in
real life, such as placing a person in someone else's body, changing
the laws of physics or even performing experiments that are otherwise
ethically taboo. Communications scientist Nick Yee
<http://www.nickyee.com>   of the Palo Alto Research Center
<http://www.parc.com>  , who uses Second Life as his primary laboratory,
says that the setting could provide new way to explore people's
feeling about age, sex or race. Another group of researchers at
University College London <http://www.cs.ucl.ac.uk>   recently repeated
Stanley Milgram <http://en.wikipedia.org/wiki/Stanley_Milgram>  's
notorious 1963 experiment-in which participants were asked to administer
apparently lethal electric shocks to another volunteer-in a
virtual-reality setting. The results were similar to those of the
original experiment; although the participants became uncomfortable,
many continued administering shocks at the request of the researchers.
Computer scientist Mel Slater, who led the experiment, says that virtual
reality is more realistic than Second Life but agrees that, like virtual
reality, the has the game potential to be a powerful research tool.



Dmitri Williams <http://netfiles.uiuc.edu/dcwill/www>  , a
communications professor at the University of Southern California
<http://www.usc.edu>  , says that online games such as Second Life also
offer an unprecedented chance to gather large amounts of accurate
behavioral data. "In these worlds," Williams explains, "you
have the equivalent of cameras recording people's every move."



Some experts, however, caution that it is too early to say for sure
whether experiments done in virtual worlds can be applied to real
behavior. A recent study from Yee's group demonstrated that many
people respond to social cues such as personal space and eye contact
much as they would in real life. But in other cases, such as risk-taking
behavior, people behave very differently in games, because the cost of
death is relatively insignificant. "We need to find out which
situations do match up [with reality] and which don't," Williams
says. "We're not even close to that yet."




Happy Learning,




Yovan P. Putra <http://primamind.blogspot.com>

www.primastudy.com <http://www.primastudy.com>







Explore the new world of dreaming through LUCID DREAMING!!!
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