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While I'm not anti-academic, I've found this type of disconnect to be extremely common in many fields be it geography, computer science, computer security, etc.. and I think it's a really a product of an intrinsic bias many academics have - if the discussion isn't driven or produced by someone with credentials then it either never pops up on their radar or they won't even consider it worth reading.I think this goes back to an earlier point about certain 'arrogance' displayed in scientific/academic communities, as it is often the case that are not willing to listen to the underlying common-sense simply based on the presentation factor. IMO such approaches are limited and short-sighted. It also makes me appreciate the following quote:
Brian Russo: I used to play WoW 50-60+ hours a week. I still know many people that do. 20 hours a week is nothing.He probably had to reserve some time for the professor stuff ;-)
Brian Russo: Anyway, if it took him a year to figure out that 'shared sense of purpose and goals' was what made it immersive rather than 'visual fireworks'; then wow.. the 'academic' community is incredibly out of touch with the gaming world.Golub put a year into the research, so I imagine it has some depth. I bet his paper is an interesting read.
Brian Russo: If he's only playing 20 hours a week then he doesn't understand WoW.
If we want to study virtual worlds, we have to study their relationship with other parts of our lives. They are deeply a part of our whole life.This is pretty interesting from a neuro-science perspective. Basically a player makes a 'connection' with a virtual world that is taken into real life. The longer one plays, the more 'persistent' this connection becomes. This somewhat reminds me of Avatar movie (see discussion). I wonder how such games affect players' neuro-nets? Why are some games more addictive than others? What constitutes an addiction?
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