Virtual Games Players Stick Close To Home
Saturday, February 14, 2009 - 19:35
in Psychology & Sociology
Researchers have analyzed a "gold mine" of networking data from EverQuest II, a fantasy massive multiplayer online role-playing game, along with a survey of 7,000 players. Their findings include that many players underestimate the amount of time they spend playing the games, the number of players who say they are depressed is disproportionately high -- and surprisingly -- most people played with people in their general geographic area.