Research on Runescape yields positive results

Runescape - Image 1A new study by Brunel University may open up new possibilities for exploration on virtual worlds. The study was conducted by Dr. Simon Bradford and Nic Crowe over a period of three years following the world of Runescape, one of the more popular online games.

The study focused on the individual and social development of players inside and outside the game. The game essentially becomes something like the Matrix, where people live in a virtual universe independent of what is “real.”

The virtual world provides players with the opportunity to explore what they can’t do in the real world.  Well, aside from killing monsters and casting spells. Players are able to practice their entrepreneurial skills in ways they won’t be able to do in the real world. They are also able to experiment with different social roles and identities, allowing them to express characteristics that are inhibited in the real world.

The virtual world also provides settings and themes that they can’t experience in real life, offering them unlimited play on their imagination.  And on that note, it also provides the means to go to settings they can experience in real life but can’t. Like going to the beach in the winter, or to clubs if they live in a rough neighborhood in the real life.

Says the study: “At a time when emerging technologies such as the internet, and computer games in particular, continue to be subject to suspicion and concern it is important that we also recognize the benefits of what is an increasingly popular and important activity for our young people.”

Runescape - Image 1A new study by Brunel University may open up new possibilities for exploration on virtual worlds. The study was conducted by Dr. Simon Bradford and Nic Crowe over a period of three years following the world of Runescape, one of the more popular online games.

The study focused on the individual and social development of players inside and outside the game. The game essentially becomes something like the Matrix, where people live in a virtual universe independent of what is “real.”

The virtual world provides players with the opportunity to explore what they can’t do in the real world.  Well, aside from killing monsters and casting spells. Players are able to practice their entrepreneurial skills in ways they won’t be able to do in the real world. They are also able to experiment with different social roles and identities, allowing them to express characteristics that are inhibited in the real world.

The virtual world also provides settings and themes that they can’t experience in real life, offering them unlimited play on their imagination.  And on that note, it also provides the means to go to settings they can experience in real life but can’t. Like going to the beach in the winter, or to clubs if they live in a rough neighborhood in the real life.

Says the study: “At a time when emerging technologies such as the internet, and computer games in particular, continue to be subject to suspicion and concern it is important that we also recognize the benefits of what is an increasingly popular and important activity for our young people.”

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