On the connection between real-world circumstances and online player behaviour: The case of EVE Online.
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 socia...
Main Authors: | , , , , |
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Format: | Article |
Language: | English |
Published: |
Public Library of Science (PLoS)
2020-01-01
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Series: | PLoS ONE |
Online Access: | https://doi.org/10.1371/journal.pone.0240196 |