For this week’s readings, I read
the Hine article about defining boundaries first, followed by the recommended
reading about the epidemiology research potentials through gaming environments
like WoW. My initial concern about this type was research was that the
participants of the study would only include a subset of gamers playing a
certain type of game, and would always exclude non-gamers. If the study in fact
intended to research human behaviour in response to specific outbreak
circumstances, I would not be comfortable studying only a very limited set of
potentially similar people. Reflecting on Hine’s article I tried to come up
with ideas about how to “set boundaries” in terms of selecting/recruiting
participants and designing simulation environments to mimic gaming environments
for the purposes of studies related to human behaviour. I think it would be
quite challenging to recruit a non-biased set of participants that are
sufficiently representative of society as a whole and study their interactions
in a simulated environment. The idea of simulating a real world environment
seems to be slightly biased to begin with as there is someone somewhere making
decisions about how the environment will work ahead of time. I remain
un-convinced!
I think you are right, there are definitely some drawbacks to this kind of research in regards to the participant pool. However, WoW has over 9 million subscribers from all around the world - that's a pretty diverse group of people. There are probably some aspects that are skewed, like gender, age, etc, but I think the potential benefits would outweigh this.
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