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...

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Bibliographic Details
Main Authors: Andres M Belaza, Jan Ryckebusch, Koen Schoors, Luis E C Rocha, Benjamin Vandermarliere
Format: Article
Language:English
Published: Public Library of Science (PLoS) 2020-01-01
Series:PLoS ONE
Online Access:https://doi.org/10.1371/journal.pone.0240196