Fifteen new virtual world research papers are now linked to the on-line syllabus for the course “Games for the Web.” Written by thoughtful undergraduates at Trinity University, the papers explore topics ranging from sexual practices in virtual environments (PDF) to ways that MMOs might be used to ease the suffering of children with cancer (PDF). (Note: As some curmudgeons have correctly noted, the title "Games for the Web" is a misnomer that glosses over the distinction between "the web" and other TCP/IP-enabled services. The explanation can be found in the appended comments.)
Students met throughout the semester to discuss milestone works related to gaming and virtual worlds, and they supplemented these theoretical conversations with ongoing fieldwork in the virtual world of Norrath (Everquest II). The class played primarily on the Antonia Bayle role-playing server, where they were welcomed by the guild The Vindicators. In a completely unplanned twist of fate, the guild leader (Bandel) turned out to be the legendary game designer Scott Adams.
As they became more familiar with both the theoretical and the virtual landscapes, each student articulated a narrowly defined question that could be answered with qualitative methods. They paid close attention to ethical concerns and the importance of informed consent, and all students were required to pass a test on research ethics before collecting a single scrap of data. All of the class research projects were approved by the Institutional Review Board at Trinity University.
Please wander through the class site at your leisure, and take a look at the student's preliminary research findings. The students would love to hear your constructive feedback, either through e-mail or via postings to their web logs. Please keep in mind the limitations of this research setting. Time was too short to pursue in-depth ethnographic research, and sample sizes were too small to extrapolate with confidence to the broader gaming community. For many of the students, it was the first time that they had undertaken a research project of this scope. Nevertheless, this work reflects the efforts of a new generation of scholars grappling with the social significance of this vital medium.
Gritty details about course mechanics and pedagogical premises are elaborated elsewhere, as are extensive acknowledgements of those who supported the course in some way. I am especially grateful to my colleagues at Terra Nova for graciously sharing their time and expertise, to our guild-mates in The Vindicators on Antonia Bayle for helping us navigate the world of Norrath, and to the many gamers who agreed to participate in these studies.

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