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Betty Durango
My simple humble goal during the masters is to obtain as many findings in order to advance into research doctoral studies. The intended research questions are, but not limited to, spatial narratives and visualisation in games, and sustainability in in-game economies, which aim to contribute updated concepts in virtual ecosystems to further prove useful in real environments, since more current game designs simply emulate real-world economies with stagnant issues such as hyperinflation, inequality, and systemic problems like Ponzi scheme.

Games — as lighthearted as it might sound — comprises every domain’s knowledge (varying from game theory to game studies/ludology) to create a fictional world, yet with the compatibility to form communities of various interests and to spark real-world solutions. For example, in applied epidemiology, simulation models place great importance yet face challenges to be validated when incorporating important human behaviours (Lofgren and Nina, 2007). However, an unintentional release of a plague in the massively multiplayer online role-playing game (MMORPG) World of Warcraft in 2005, the players’ reactions led researchers to insights on how the epidemic could be spread. 15 years later, this topic was brought up due to COVID-19. Another game, Foldit, which was created by the University of Washington’s Center for Game Science, visualised protein folding in the form of puzzles to obtain results from the general public that outperformed computed solutions.

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