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	<title>gamestate &#187; Everquest</title>
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	<description>All games are serious games, but some games are more serious than others.</description>
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		<title>Against the Rhetoric of Cosmopolitanism</title>
		<link>http://www.gamestate.org/2009/02/against-the-rhetoric-of-cosmopolitanism/?utm_source=rss&#038;utm_medium=rss&#038;utm_campaign=against-the-rhetoric-of-cosmopolitanism</link>
		<comments>http://www.gamestate.org/2009/02/against-the-rhetoric-of-cosmopolitanism/#comments</comments>
		<pubDate>Tue, 17 Feb 2009 19:03:41 +0000</pubDate>
		<dc:creator>Garrison</dc:creator>
				<category><![CDATA[MMORPG]]></category>
		<category><![CDATA[Reports]]></category>
		<category><![CDATA[AAAS]]></category>
		<category><![CDATA[Everquest]]></category>
		<category><![CDATA[Rhetoric]]></category>
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		<guid isPermaLink="false">http://www.gamestate.org/?p=551</guid>
		<description><![CDATA[At the American Association for the Advancement of Science (AAAS) in Chicago, a behavioral sciences professor from Northwestern University has called into question the idealism of much of our rhetoric on the potential diversity of human networks in MMORPGs. &#8220;Social Drivers for Organizing Networks in Communities&#8221; appeared as part of a panel called &#8220;Analyzing Virtual [...]]]></description>
			<content:encoded><![CDATA[<p>At the American Association for the Advancement of Science (AAAS) in Chicago, a behavioral sciences professor from Northwestern University has called into question the idealism of much of our rhetoric on the potential diversity of human networks in MMORPGs.</p>
<p>&#8220;Social Drivers for Organizing Networks in Communities&#8221; appeared as part of a panel called &#8220;Analyzing Virtual Worlds: Next Step in the Evolution of Social Science Research.&#8221;</p>
<p>The findings are interesting.  According to <a href="http://www.virtualworldsnews.com/2009/02/research-shows-worldwide-mmogs-not-very-cosmopolitan.html">VWNews</a>:</p>
<blockquote><p>A group of researchers recently took a look at social habits inside the MMOG Everquest II. Their findings show that players tend to associate with others from their nearby geographical community. Obviously, gameplay heavy MMOGs like Everquest attract a different user than more open-ended or social worlds like Second Life or Habbo, but habits like that could present a challenge to creating international, large-scale communities in virtual worlds.</p>
<p>&#8220;People end up playing with people nearby, often with people they already know,&#8221; social scientist and engineer Noshir Contracto said in a statement. &#8220;It&#8217;s not creating new networks. It&#8217;s reinforcing existing networks. You can talk to anyone anywhere, and yet individuals 10 kilometers away from each other are five times more likely to be partners than those who are 100 kilometers away from each other.&#8221;</p></blockquote>
<p>Via <a href="http://www.virtualworldsnews.com/2009/02/research-shows-worldwide-mmogs-not-very-cosmopolitan.html">Virtual Worlds News, &#8220;Research Shows Worldwide MMOGs Not Very Cosmopolitan&#8221;</a></p>
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