1. How much does what players learn in virtual worlds carry over to the real world? Are introverted people becoming less introverted through those games?
2. What kinds of effects to complete sandbox games, like EVE Online, have on the cognitive processes and learning skills of players?
3. How much do economic concerns change how players interact with games. Are players who pay monthly fees to pay act better or do they feel “privileged?” Does a kind of pay wall to play affect the general players in the world and therefore skew how they are presented?