ABSTRACT

Research on group behavior in virtual environments is needed, not only because people are spending more and more time in online virtual environments, but also because the distinction between real life and virtual life is blurring. Millions are entering online virtual worlds that simulate their everyday lives or are pure fantasy. It is clear that online games are ever growing in their popularity and the significance they play in everyday life. An incredible number of people have adopted fast-rising online virtual games like World of Warcraft™ (11.5 million), 1 Second Life™ (13.3 million), 2 and EVE Online™ (300,000). 3 Institutions are also flocking to virtual worlds. Universities are establishing their presence, even going to the extent of recreating their university in a virtual space (see Figure 10.1 for an example). Fortune 500 companies like IBM, Philips and ABN-AMRO are choosing to create virtual spaces 4 in online virtual games. Some of the high-tech titans of these Fortune 500 companies (e.g., founders of corporations, project managers, vice presidents) admit their game playing helped them excel in their roles as bosses (Widman, 2008). As more and more individuals enter online worlds, research should also establish its place within the virtual worlds.