Publication Type
Journal Article
Version
publishedVersion
Publication Date
1-2011
Abstract
The rich social media data generated in virtual worlds has important implications for business, education, social science, and society at large. Similarly, massively multiplayer online games (MMOGs) have become increasingly popular and have online communities comprising tens of millions of players. They serve as unprecedented tools for theorizing about and empirically modeling the social and behavioral dynamics of individuals, groups, and networks within large communities. Some technologists consider virtual worlds and MMOGs to be likely candidates to become the Web 3.0. AI can play a significant role, from multiagent avatar research and immersive virtual interface design to virtual world and MMOG Web mining and computational social science modeling. This issue includes articles with research examples from distinguished experts in social science and computer science. Each article presents a unique research framework, computational methods, and selected results.
Discipline
Communication Technology and New Media | Computer Sciences | Graphics and Human Computer Interfaces
Publication
IEEE Intelligent Systems
Volume
26
Issue
1
First Page
80
Last Page
89
ISSN
1541-1672
Identifier
10.1109/MIS.2011.21
Publisher
IEEE
Citation
CHEN, Hsinchun; ZHANG, Yulei; Bainbridge, W. S.; SHIM, Kyong Jin; Pathak, N.; Ahmad, M. A.; DeLong, C.; Borbora, Z.; Mahapatra, A.; and Srivastava, J..
Trends and controversies: AI, virtual worlds, and massively multiplayer online games. (2011). IEEE Intelligent Systems. 26, (1), 80-89.
Available at: https://ink.library.smu.edu.sg/sis_research/1515
Creative Commons License
This work is licensed under a Creative Commons Attribution-NonCommercial-No Derivative Works 4.0 International License.
Additional URL
https://doi.ieeecomputersociety.org/10.1109/MIS.2011.21
Included in
Communication Technology and New Media Commons, Graphics and Human Computer Interfaces Commons