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Sturmer's avatar

The Wool Walls Experiment

I intentionally avoided the name 'Wool Wars' as it might provoke incorrect behavior right from the beginning. The inspiration for this experiment comes from the Reddit project r/place. While r/place received some criticism for its flaws, I believe that my version within the Minecraft environment, coupled with added anonymity, has the potential to yield significant insights. This is something I have had in my head for a while, and I intend to implement it, probably with the help of social psychology and sociology experts, to be able to decrypt the experiment results into something meaningful. Below are the rules for the experiment:

Setup

  • Server Capacity: The server will host a maximum of 100 players online simultaneously, similar to a hive lobby setup. Brief checks show that both Spigot and Paper server software are capable of pulling such load. Given limits of 100 users and 6 chunks, I think even 8 GB RAM would be sufficient.

  • Environment: The playable area is a blank room enclosed by indestructible walls. The room dimensions are 6 chunks in each direction (96x96x96 blocks), providing a total of 884,736 blocks within the cubic space.

  • Movement: Players have full freedom to move (walk, run, and fly) as they would in creative mode. However, movement can be restricted if blocked by other placed blocks.

Action Mechanics

  • Each player is allowed to perform one action every 60 seconds. After performing an action, their ability to interact with the environment is locked for the cooldown period, though movement remains unrestricted.

  • Players can either place one wool block of any color (out of 15 available colors) or destroy one existing block (either their own or one placed by another player).

  • Players are not required to take action every 60 seconds; the cooldown timer only starts after an action (placing or destroying a block) is performed. This allows a group of players to sync and act simultaneously. For this we could use Skript or CommandCooldown plugins, both would require some modifications, but by looking at the documentation seems doable.

  • Blocks cannot be placed inside the player’s character or another player’s character.

  • Given that each character occupies 2 blocks, with 100 players, there will always be at least 200 unbuildable blocks in the map.

Communication and Interaction

  • Players are unable to communicate directly with one another. There are no visible player names, and the server name is also hidden, creating a sense of anonymity.

  • Joining Rules - Once 100 players are gathered, a one-out-one-in rule is enforced. If a player leaves, a new player can join, but the departing player cannot reconnect to the same server.

Research Questions

Obviously, any experiment should begin with a well-defined question. While I won’t delve into a full hypothesis formulation or detailed strategies for data analysis and evaluation, I can identify several key questions that could potentially be explored during this experiment:

  1. Color Usage: How will players utilize the available colors? Will patterns or shared symbols emerge organically?

  2. Territory and Construction: Will players collaborate to build structures, or will competition arise, leading to territorial disputes to maintain the movement freedom of individuals or groups?

  3. Group Dynamics: How quickly will groups form, and what factors will drive these coalitions? Will alliances be strong and enduring, or will they be fragile and temporary?

  4. Identification Methods: In the absence of names, will players use block colors or character skins to identify allies and foes?

  5. Player Retention: How long will players remain engaged on the server? What factors will influence their decision to stay or leave?

  6. Cultural Transmission: Since players cannot reconnect to the same server, will unique traditions or strategies developed on one server spread to others? How might streamers or influencers accelerate the dissemination of these ideas across multiple servers?

This experiment aims to explore the social dynamics of cooperation, conflict, and cultural transmission in a controlled, anonymous environment, providing insights into human behavior in virtual spaces. The simplicity of the mechanics (placing or destroying blocks) combined with the restrictions (limited actions, no communication) creates a fascinating scenario where players are forced to navigate and negotiate their interactions in novel ways. The anonymity adds an extra layer of complexity, as players must rely on non-verbal cues, like block colors and patterns, to form alliances or identify threats. And all that leaves room for unexpected outcomes, which is exactly what makes social experiments interesting!

Sturmer's avatar

Side note: If 100 players constantly place blocks every 60 seconds, they will run out of space in about 147 hours. However, if we factor in the use of the removal function and players occasionally holding back on actions, it could extend the timeframe to 200-300 hours before space becomes critically limited.

Given that, no one is likely to play continuously for that duration, and considering the possibility of running multiple servers simultaneously, this experiment presents a unique opportunity to observe cultural transfer between servers and the development of strong traditions that could become recognizable to most participants.

PandoraRupture's avatar

A Prison Experiment in Minecraft

Depending on how many players you have, you can run this experiment multiple times to obtain a larger sample size. Ten players seem to be a manageable group, but if you have the resources and a capable server, you could attempt to scale up to 1,000 players or more.

For the following instructions, I’ll assume there are 10 players in total, but feel free to adjust the numbers as needed.

The ratio of prisoners to guards will influence the outcome of the experiment, so consider these numbers as suggestions and feel free to adjust them as necessary. You can also modify the tasks and their order based on your setup.

Objective of the Minecraft Experiment

Observe how players behave in their roles within a simulated prison environment in Minecraft. The experiment will run for 2 hours and will involve various tasks and challenges.

Setup

Build a prison that includes cells for the prisoners, a common area, a mining area, a kitchen, guard quarters, an outdoor field, and any other features you think would simulate a real prison.

  • 6 Players assigned as Prisoners

  • 4 Players assigned as Guards

If possible, use proximity voice chat to make the interactions more realistic.

Rules and Guidelines

  • Any participant can end the experiment at any time if they no longer wish to continue.

  • Guards can communicate with each other via voice and text chat, but prisoners can only communicate via proximity voice chat.

  • Guards are responsible for maintaining order, enforcing rules, and assigning tasks.

  • Guards cannot use excessive force. Their authority is limited to confinement, issuing commands, and monitoring prisoners.

  • Guards can issue mild punishments, such as temporary confinement to a single cell, or offer rewards, such as extra food or privileges like working in the kitchen or spending time in the outdoor field.

  • The experiment will end after 2 hours of gameplay or if any player chooses to stop participating.

Instructions for Players

For Guards:

  • Maintain order. Ensure prisoners complete their assigned tasks and follow the rules.

  • Enforce rules, but avoid excessive or abusive behavior. Work with the other guards to create strategies for managing the prisoners in a humane and ethical manner.

  • You can issue punishments for disobedience or rewards for good behavior, but they should be fair.

For Prisoners:

  • You are confined within the prison and must follow the orders given by the guards. Your primary goal is to complete tasks and navigate life as a prisoner.

  • Cooperate with the guards, but feel free to discuss and strategize with fellow prisoners. You may attempt to challenge authority within the provided limits but should avoid outright rebellion unless absolutely necessary.

  • While you must follow orders, you can explore ways to comply or subtly resist when possible.

Gameplay

Try to reenact a full day in prison within the 2-hour duration (or the time you set).

  • Wake the prisoners up from their cells.

  • Move them to the common area.

  • Provide food for the prisoners.

  • Assign tasks like mining, harvesting food, or preparing meals for other prisoners.

  • Give prisoners a break and allow them to play freely in the outdoor area.

  • Set goals for the guards, such as having prisoners prepare a certain quantity of food, gather a specific amount of stone, wood, or fish, or complete other tasks based on your prison setup.

  • Guards Objective: Prevent any prisoners from escaping.

  • Prisoners Objective: Attempt to escape (if they feel the need to) or simply survive the day.

Additional Considerations

How you set up the environment and what mods you use is up to you, but try to make the experiment as fun and engaging as possible. Provide prisoners with opportunities to escape if they choose to, such as stealing a pickaxe from the mining area or taking a knife from the kitchen. You could even simulate a laundry truck that picks up laundry, allowing a prisoner to hide inside.

This is just a brief outline of an experiment that will require further planning and creativity to become an engaging and potentially fun experience for everyone involved.


Limal's avatar

The Stanford prison experiment, conducted by Philip Zimbardo, is quite similar and, unfortunately, ended very badly for the participants.

PandoraRupture's avatar

The Stanford Prison Experiment was a disgrace to the scientific community.

There was no experimental control from the start. Additionally, Zimbardo himself heavily influenced the experiment as the prison superintendent, actively endorsing unethical behavior from the guards. He was also the principal investigator at the same time, which created a severe conflict of interest.

The participants technically had the right to withdraw, but this was NOT made clear. Those who attempted to leave were often discouraged or convinced to stay. Please read more about the Stanford Prison Experiment if you can.

The rules and guidelines mentioned, if followed, should lead to a much better outcome.

Since this prison experiment is conducted only in Minecraft, limited to 2 hours, and allows everyone to quit if they wish, it should be harmless for all participants.

If you put Philip Zimbardo in charge, it would surely end in disaster.

Limal's avatar

Milgram also did some experiments in regards of effects of authority, and there was more alike to explore social pressure. Wild 50-70s :)

Ford James's avatar

Hey PandoraRupture, thanks for entering this bounty and welcome to Just About Minecraft! We're giving this entry the benefit of the doubt, but just a heads up that we noticed some signs of generative AI in this submission. Please read our AI policy to ensure you're aware of our guidelines, and bounty entries that rely too much on AI will be rejected in future. Thanks! ✌

AirGaram's avatar

I call it the Silent Village

There are only 8-12 players max, they start in a pre-built village (roughly 5x5 chunk) that has houses, town hall, and farms at the start. Around the village are plains, forests, and lakes. The village has basic resources but not enough to sustain all players.

Each of the players would have specific roles that has responsibilities and restrictions, farmer, blacksmith, miner, guards, fisher, lumberjack, trader, builder.

Players would have to stay within village borders, as in there would be a world border outside the village.

The goal is to survive for 15 in-game days by working together without communication. The village should be fully functional by the end of the 15 days. There would also be mobs spawned by the observers every few days, with the last day an intense wave of mobs enter.

The players can only communicate by using body language, place/drop items in certain locations, or using signs with limited text.

if a player dies they would become a ghost for the rest of the day, lose their items, and mobs would increase in amount for the next wave.

Paul's avatar

100 players are randomly devided in to two groups of 50.

They are placed together in their respective groups on to differend continents in a seed, a journy away from one another.

No verble or typed chat between players is allowed, excluding crafted signs.

One continent has an abundance of ore and trees but limited food source, the other, an abundance of animals and edible plants but few building resources.

There are no fish spawns.

The aim is to see how the individual groups work together and if/when the two groups meet, how they interact when they see what the other has.

FirestormGamingTeam's avatar

One of the things I often see is how certain larger gamers will label "Minecraft" a "children's game." I think we could address this under a social experiment.

We could gather 25 creators who had not actually played Minecraft before but hold a distinct disdain for the game. But making it a prize pool or cash prize for this.

So

Each creator is given a fresh new world to play in.
Each creator must choose a time in history to shape their world around
Each creator only has 30 IRL days to create their city/town/village
The builds must be detailed, in and out, to push the creators, creative side

The total prize pool would be $100,000 - But, the creators can leave at any time and stop playing for a $500.

The entire idea is whether a creator who dislikes a game, can put aside that dislike, to win the prize, by creating and playing the very thing they disdain. I think, you would find that after the time period passed, we'd have new people who like Minecraft.

I think I explained this correctly.

PandoraRupture's avatar

Getting anyone to fund the prize pool with the suggested amount would be a huge challenge.

What do you mean by holding a distinct disdain for the game? Some people just don't enjoy crafting, building, and similar activities. Are there really content creators who claim that Minecraft isn't worth playing or even hate it?

I'm not very familiar with a huge amount of content creators—could you list some who have a clear disdain for Minecraft? I would appreciate it.

I can understand how some people might have a certain prejudice against Minecraft, similar to how they might feel about anime, comics, or anything unfamiliar.

Boomer's avatar

I wouldn't worry too much about the funding as it's just for fun 🙂 If we were actually running any the experiments submitted here then I'd have some serious ethical concerns! 😂

Also it's rare to meet someone familiar with the works of Zimbardo. His work on deindividuation is closely tied to my post-grad research on moderation and norm violations. Maybe we need a community for Just About Learning! 😁

JHenckes's avatar

Island Society: Survival and Society Building

Overview

The experiment will explore how players form social structures, distribute resources, and manage conflicts in a controlled environment. It will analyze the development of leadership, cooperation, and competition among participants.

Objective

Participants will be placed on a series of isolated islands with limited resources. The goal is to observe how they manage resources, form communities, and create social hierarchies. The experiment aims to understand group dynamics, decision-making processes, and the emergence of leadership.

Duration

The experiment will run for 7 days (in-game), which is approximately 2-3 hours per session. Players will be required to log in daily at predetermined times to ensure everyone participates together.

Setup

  1. Map Design

    • Island Clusters: The map will consist of several small islands, each with different biomes (forest, desert, plains, etc.). Each island will have unique resources, some more abundant than others.

    • Central Island: A larger central island will have rich resources and will act as a potential hub for trade and conflict.

    • Resource Scarcity: Resources will be distributed unevenly to encourage interaction between islands. Some islands might have abundant food but no minerals, while others might have valuable ores but little food.

  2. Participants

    • Number of Players: 20-30 players, divided into groups of 4-6 per island.

    • Roles: Players will be randomly assigned to islands, but their roles (leader, builder, gatherer, etc.) will emerge organically.

    • Communication: Players can communicate only within their island group through in-game chat. They will gain the ability to communicate with other islands only after building a communication structure (e.g., a signal fire or beacon).

  3. Rules and Mechanics

    • No Initial Contact: Islands will be isolated at the start, with no way of knowing how many other groups exist.

    • Resource Management: Players must manage their resources carefully. Hunger and health will be active, requiring players to find or grow food.

    • Day/Night Cycle: Normal day/night cycles will apply, with increased mob difficulty at night to encourage cooperation.

    • Trade and Conflict: Once communication is established, islands can choose to trade resources or engage in conflict for control over resources.

    • Emergence of Leadership: There will be no predefined leaders. Leadership will emerge naturally as players navigate challenges.

  4. Observation Points

    • Resource Distribution: How do players share resources within their group? Do some players hoard or do they distribute equally?

    • Leadership Emergence: Does a leader emerge naturally? What characteristics or actions lead to this?

    • Conflict Resolution: How do players handle conflicts within their group or between groups? Do they resort to violence, negotiation, or avoidance?

    • Group Dynamics: How do the dynamics within each group evolve? Do players form alliances or rivalries?

    • Moral Dilemmas: Introduce scenarios where players must make tough decisions, such as choosing to sacrifice resources for the greater good or taking risks for personal gain.

  5. Data Collection

    • Behavioral Logging: All player actions will be logged, including resource gathering, communication, and conflicts.

    • Player Interviews: Conduct short interviews or surveys with players after each session to capture their thoughts, motivations, and feelings about the other players and their own decisions.

    • Video Recording: Record gameplay from multiple perspectives for later analysis, focusing on key interactions.

  6. Post-Experiment Analysis

    • Social Structures: Analyze how different social structures emerged, how leadership roles were established, and the success of each island.

    • Conflict vs. Cooperation: Compare the outcomes of groups that chose cooperation versus those that engaged in conflict.

    • Survival Rates: Measure which islands were most successful in terms of resource management and survival.

  7. Ethics

    • Consent: All players will be informed of the experiment's nature and provide consent to participate.

    • Debriefing: After the experiment, a debriefing session will be held to explain the findings and allow players to discuss their experiences.

Expected Outcomes

This experiment is expected to reveal insights into how people naturally form societies, manage resources under pressure, and navigate the balance between cooperation and competition. The data collected could be used to understand real-world social dynamics and decision-making processes.

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