Wikipedia is an free, online encyclopaedia which anyone can add content to or edit the existing content of. The idea behind Wikipedia is that members of the general public can add their own personal knowledge, anonymously if they wish. Wikipedia then evolves over time into a comprehensive knowledge base on all things. Its popularity has never been questioned, although its authority has. By its own admission, Wikipedia contains errors. A number of people have tested Wikipedia’s accuracy using destructive methods, i.e. deliberately inserting errors. This has been criticised by Wikipedia. This short study examines Wikipedia’s credibility by asking 258 research staff with a response rate of 21 percent, to read an article and assess its credibility, the credibility of its author and the credibility of Wikipedia as a whole. Staff were either given an article in their own expert domain or a random article. No difference was found between the two group in terms of their perceived credibility of Wikipedia or of the articles’ authors, but a difference was found in the credibility of the articles — the experts found Wikipedia’s articles to be more credible than the non–experts. This suggests that the accuracy of Wikipedia is high. However, the results should not be seen as support for Wikipedia as a totally reliable resource as, according to the experts, 13 percent of the articles contain mistakes.
A virtual world is a computer-simulated three-dimensional environment. They are increasingly being used for social and commercial interaction, in addition to their original use for game playing. This paper studies negative behaviour, or 'griefing', inside one virtual world through a series of observations and focus groups with users. Data were collected to identify griefing behaviours and their impact, examine why griefing happens and who the likely targets and perpetrators are, and suggest strategies for coping with it. Findings show that griefing behaviour is common. It is defined as unacceptable, persistent behaviour and is typically targeted at inexperienced residents by those with more knowledge of the virtual world. Community and individual coping strategies are identified and discussed.Keywords: antisocial behaviour, virtual worlds, interpretative phenomenological analysisi sj_330 525..548
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AbstractWe explore the scientific potential of virtual worlds for experimental economists. In particular, we report the results of a series of virtual world experiments designed to examine the suitability of (a) users as subjects and (b) the computer interface as an experimental platform. Formal results and informal observations from the sessions are discussed in terms of the methodological opportunities and challenges of virtual experimentation generally.JEL-Classification: C72; C88; C99; Z13
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