So you understand the concept of the research then. He verified that social communities follow the same basic trends and contain the same 'flaws' as real life social tribes. Quite franky I don't think this was necessarily an assumed outcome and testing it was valid. Several unique elements to online games could have come into play. The expense of participation, the personal desire to achieve over your anonymous 'friends', the limited real life consequence for actions, the restrictions of the environment, the common goal nature of the rules, etc. Any of these factors may have swayed the social structure in the online gaming community away from the norms of human nature. He proved that in general we're still aggressive inconsiderate lumps of meat even in a virtual world.