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论现实环境与网络游戏玩家行为之间的联系:以《星战前夜》为例。

On the connection between real-world circumstances and online player behaviour: The case of EVE Online.

机构信息

Department of Physics and Astronomy, Ghent University, Ghent, Belgium.

Department of Economics, Ghent University, Ghent, Belgium.

出版信息

PLoS One. 2020 Oct 21;15(10):e0240196. doi: 10.1371/journal.pone.0240196. eCollection 2020.

DOI:10.1371/journal.pone.0240196
PMID:33085667
原文链接:https://pmc.ncbi.nlm.nih.gov/articles/PMC7577455/
Abstract

Games involving virtual worlds are popular in several segments of the population and societies. The online environment facilitates that players from different countries interact in a common virtual world. Virtual worlds involving social and economic interactions are particularly useful to test social and economic theories. Using data from EVE Online, a massive online multi-player game simulating a fantasy galaxy, we analyse the relation between the real-world context in which players live and their in-game behaviour at the country level. We find that in-game aggressiveness to non-player characters is positively related to real-world levels of aggressiveness as measured by the Global Peace Index and the Global Terrorist Index at the country level. The opposite is true for in-game aggressiveness towards other players, which seems to work as a safety valve for real-world player aggressiveness. The ability to make in-game friends is also positively related to real-world levels of aggressiveness in much the same way. In-game trading behaviour is dependent on the macro-economic environment where players live. The unemployment rate and exchange rate make players trade more efficiently and cautiously in-game. Overall, we find evidence that the real-world environment affects in-game behaviour, suggesting that virtual worlds can be used to experiment and test social and economic theories, and to infer real-world behaviour at the country level.

摘要

在人口和社会的多个领域,涉及虚拟世界的游戏都很受欢迎。在线环境使得来自不同国家的玩家可以在一个共同的虚拟世界中互动。涉及社会和经济互动的虚拟世界对于测试社会和经济理论特别有用。我们使用来自 EVE Online 的数据,这是一款模拟幻想星系的大型在线多人游戏,在国家层面上分析了玩家生活的现实世界背景与其游戏内行为之间的关系。我们发现,游戏中对非玩家角色的攻击性与国家层面上的全球和平指数和全球恐怖主义指数所衡量的现实世界攻击性呈正相关。而对其他玩家的攻击性则恰恰相反,这似乎是玩家现实攻击性的安全阀。在游戏中结交朋友的能力也与现实世界的攻击性呈正相关。游戏中的交易行为取决于玩家所在的宏观经济环境。失业率和汇率使玩家在游戏中更有效地进行交易并保持谨慎。总的来说,我们发现现实世界环境会影响游戏内行为,这表明虚拟世界可以用于实验和测试社会和经济理论,并推断国家层面的现实世界行为。

https://cdn.ncbi.nlm.nih.gov/pmc/blobs/0557/7577455/c80e002c449e/pone.0240196.g001.jpg
https://cdn.ncbi.nlm.nih.gov/pmc/blobs/0557/7577455/c80e002c449e/pone.0240196.g001.jpg
https://cdn.ncbi.nlm.nih.gov/pmc/blobs/0557/7577455/c80e002c449e/pone.0240196.g001.jpg

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