Virtual worlds as cultural models

Author:

Bainbridge William Sims1

Affiliation:

1. National Science Foundation, Arlington, Va

Abstract

Thirteen gamelike virtual worlds illustrate issues that overlap social science and information science, because they embody rather clear theories of society and culture: World of Warcraft , Lord of the Rings Online , Dark Age of Camelot , Age of Conan , Pirates of the Burning Sea , A Tale in the Desert , Entropia Universe , Anarchy Online , The Matrix Online , Tabula Rasa , EVE Online , Star Trek Online, and Dungeons and Dragons Online . A fourteenth, Star Wars Galaxies , illustrates the possibility that not all virtual worlds embody clear theories. After describing the thirteen, this essay discusses their economic systems, social systems, communication challenges, and the ways in which autonomous agents and semi-autonomous secondary avatars enrich interactive complexity.

Publisher

Association for Computing Machinery (ACM)

Subject

Artificial Intelligence,Theoretical Computer Science

Reference41 articles.

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2. Bainbridge W. S. 1997. The Sociology of Religious Movements. Routledge UK. Bainbridge W. S. 1997. The Sociology of Religious Movements. Routledge UK.

3. Bainbridge W. S. 2006. God from the Machine: Artificial Intelligence Models of Religious Cognition. AltaMira Walnut Grove CA. Bainbridge W. S. 2006. God from the Machine: Artificial Intelligence Models of Religious Cognition. AltaMira Walnut Grove CA.

4. Bainbridge W. S. 2007a. Across the Secular Abyss. Lexington Books Lanham MD. Bainbridge W. S. 2007a. Across the Secular Abyss. Lexington Books Lanham MD.

5. The Scientific Research Potential of Virtual Worlds

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