Digital Simulation of the End of the World.. Some People Become More Violent While Others Become More Connected

Researchers revealed that a test within a vast virtual world showed that the approach of the "end of the world" could drive a small segment of people to more aggressive behavior, while most tend to strengthen their social relationships.
The study relied on analyzing data from a massive online multiplayer game of the MMORPG type (ArcheAge), where players were aware that the game world would completely end after 11 weeks. This made the experience a living laboratory to examine human behavior when they know that the end is time-bound.
The scientific team analyzed over 270 million behavioral records within the game. It appeared that the majority of players continued to play largely normally, with a higher tendency for social interaction and cooperation with others as the remaining time decreased.
However, the results also showed that a limited group of players who planned to leave the game voluntarily before the end were more willing to turn to violence within the virtual world, especially after in-game penalties became ineffective, revealing an aggressive side in some when deterrence disappears.
Nevertheless, researchers emphasize that virtual behavior does not necessarily mean that humans will act the same way in the real world, and that actions within a game do not equate to actual harm. But the study — according to its team — provides an additional window to understand the impact of the feeling of impending end on human behavior.
The supervisors of the study say that what caught attention the most is that the "end" made most players focus on what they truly consider most important: human relationships, communication, and getting closer to others, rather than maximizing gains within the game.
This contrast — according to the researchers — opens broader questions about the nature of ethics, and what continues to drive behavior based on internal standards even when penalties are completely absent.
