World of Warcraft

Gaming the world

If it seems your children live in World of Warcraft as much as in meatspace, there’s still hope. :-) Playing for profit (Economist, August 26, 2008) and Play games with your resume (Washington Post, February 6, 2009) both posit that the skills developed as a successful WoW player could directly translate into success in the business world: ‘"showing that people are developing and applying all kinds of useful skills in World of Warcraft--data collection and analysis, collaboration, planning, resource management and even team management." Remove the "WoW" identification from the place of employment, and all of these accomplishments look fantastic on a résumé.’ Cool, no?

And check out some stats about these virtual worlds (Mother Jones, May 21, 2007): 20 million people as of two years ago?? And who these folks are (ars technica): “A new research study out of the US reveals that gamers are more likely to socialize and generally earn more money (read: have more epics) than nongamers. They also go out on more dates.”

Finally, this just in: Science gleans 60TB of behavior data from Everquest 2 logs. “Thanks to a partnership with Sony, a team of academic researchers have obtained the largest set of data on social interactions they've ever gotten their hands on: the complete server logs of Everquest 2, which track every action performed in the game.” Putting the privacy implications aside (hard to do, I know - do you have no expectation of privacy in this virtual world? Or did you sign it away when you joined?), there may be some very interesting stuff here.