Studying Virtual Worlds
In the program of the International Students Forum, much attention was paid to one of the most rapidly developing research areas: studies of computer games, the Internet and virtual worlds.On the 4th and 5th February the HSE hosted the International Student Research Forum at the campus on Kantemirovskaya Str.


Professor Daniel Alexandrov, the Head of the St. Petersburg School of Social Sciences and Humanities, gave a talk on the role of games as experimental platforms for studying social behavior. For example, the dynamics of server transfers and migrations from one game to another can be regarded as a model for mobility at any scale, from labor migration between countries to career mobility during changing jobs. Criminal behavior of terrorists or drug traffickers also can be studied in computer games by watching players who break the strict rules of the virtual environment while staying within the real-world laws. The problem of formation of successful teams, which is a very important management issue in business and in sports, can be studied comfortably in the environment of online games, where all group activities of players get recorded on the game servers. Therefore, online games offer perfect study grounds for research in dynamics of social behavior.


At the round table the students of the first and second year had an opportunity to discuss their ideas for further studies in the area of computer games. Their senior colleagues Prof. Aleksandrov, E. Bogdanova, V. Ivanyushina, O. Koltsova and A. Shirokanova were helping them to shape these ideas into designs for possible future research projects. The discussions were lively and interesting.Why were students interested so much in this area? Why did they feel that it should be worthwhile to study virtual worlds? In the modern culture, computer games have become an integral part of everyday life, and their audience includes not only the young people but also older generations. The global turnover of the game industry is much higher than the turnover of all other forms of entertainment. This is why the curiosity and scientific interests of researchers follow the social trends and, keeping in step with the modern times, discover new phenomena in our reality. They include social economics, consumer strategies, prospects in the development of gaming industry and of real world business that is built on game creation and game development. Summing up the results of the section, we can safely say that development of virtual gaming reality will be one of the leading business activities in the nearest future, and the Higher School of Economics will become a centre of scientific research in this area.