Thanks to Qwantz for the link.
Article from Technology Review:
Virtual Labor Lost
Academics are flocking to use virtual worlds and multiplayer games as ways to research everything from economics to epidemiology, and to turn these environments into educational tools. But one such highly anticipated effort--a multiplayer game about Shakespeare meant to teach people about the world of the bard while serving as a place for social-science experiments--is becoming its own tragedy.
The game, called Arden, the World of Shakespeare, was a project out of Indiana University funded with a $250,000 MacArthur Foundation grant. Its creator, Edward Castronova, an associate professor of telecommunications at the university, wanted to use the world to test economic theories: by manipulating the rules of the game, he hoped to find insights into the way that money works in the real world. Players can enter the game and explore a town called Ilminster, where they encounter characters from Shakespeare, along with many plots and quotations. They can answer trivia questions to improve their characters and play card games with other players. Coming from Castronova, a pioneer in the field, the game was expected by many to show the power of virtual-world-based research.
But Castronova says that there's a problem with the game: "It's no fun." While focusing on including references to the bard, he says, his team ended up sidelining some of the fundamental features of a game. "You need puzzles and monsters," he says, "or people won't want to play ... Since what I really need is a world with lots of players in it for me to run experiments on, I decided I needed a completely different approach."