The Virtual Worlds Exploratorium - PowerPoint PPT Presentation

1 / 53
About This Presentation
Title:

The Virtual Worlds Exploratorium

Description:

67% teens play online games. Several MMOGs have several hundred thousand players ... trust others in the game more than others online. Trust in Virtual Worlds ... – PowerPoint PPT presentation

Number of Views:45
Avg rating:3.0/5.0
Slides: 54
Provided by: mspo6
Category:

less

Transcript and Presenter's Notes

Title: The Virtual Worlds Exploratorium


1
The Virtual Worlds Exploratorium
  • Marshall Scott Poole
  • Department of Communication
  • National Center for Supercomputing Applications
  • I-CHASS
  • University of Illinois Urbana-Champaign

2
Principal Investigators
  • Principal Investigators
  • Dmitri Williams, University of Southern
    California
  • Noshir Contractor, Northwestern University
  • Marshall Scott Poole, University of Illinois
    Urbana-Champaign
  • Jaideep Srivastava, University of Minnesota, Twin
    Cities
  • Affiliated Faculty
  • Scott Caplan, University of Delaware
  • Edward Castronova, Indiana University
  • Research Assistants
  • Brooke Foucault, David Huffaker, Searle Huh,
    Brian Keegan, Gina Walejko, Annie
    WangNorthwestern University
  • Jae Eun Chung, Rabindra Ratan, Cuihua Shen, Li
    Xiong, Nick Yee, USC
  • Muhammad Ahmad, Nishith Pathak, UMN
  • Iftekhar Ahmed, UIUC
  • Database Development
  • Dora Cai, University of Illinois Urbana-Champaign

3
Supported by
  • U.S. National Science Foundation
  • Small Grants for Emerging Research (SGER)
  • Information and Intelligent Systems (IIS)
  • Army Research Institute
  • SONY Online Entertainment (SOE)
  • National Center for Supercomputing Applications,
    UIUC
  • Annenberg School for Communication, USC

4
Online Games
  • Massive Multiplayer Online Games an important
    genre (MMOGs)
  • 16 million subscribers to MMOGS
  • 67 teens play online games
  • Several MMOGs have several hundred thousand
    players

5
Research Potential
  • MMOGs are of interest in their own right
  • Psychological, social, economic impacts
  • Castronova-Synthetic Worlds
  • MMOGs may be a mirror of the real world
  • Networks
  • Economics
  • Group Processes
  • Conversation
  • Conflict
  • Learning

6
A Unique Opportunity
  • Previous work
  • Experiments
  • Ethnographies
  • Surveys in separate sites
  • VWE Project
  • Proprietary in-game player data
  • Survey of players from game

7
The Game
  • Everquest 2 (EQ2)
  • About 175,000 players
  • Dozens of servers worldwide
  • Successor to Ever Quest

8
http//www.youtube.com/watch?vG3VamwcAlzs
9
EQ2
  • Basics
  • Fantasy based
  • Create character
  • Never ending quest for advancement and
    exploration
  • Underlying Storyline Conflict between good and
    evil factions
  • Band with other characters
  • Quests to kill monsters
  • Craftwork
  • Socializing

10
EQ2
  • Characters
  • Races
  • Adventurer Classes
  • Three General archetypes Damage-dealers,
    Damage-mitigators, Damage-healers
  • Different capabilities, weaknesses, strengths
  • Develop differently
  • Artisan classes
  • Tradeskills

11
(No Transcript)
12
Adventurer Classes
  • Fighter
  • Warrior (Berserker, Guardian)
  • Crusader (Paladin, Shadowknight)
  • Brawler (Monk, Bruiser)
  • Scout
  • Bard (Troubadore, Dirge)
  • Predator (Ranger, Assassin)
  • Rogue (Swashbuckler, Brigand)
  • Priest
  • Druid (Fury, Warden)
  • Cleric (Templar, Inquisitor)
  • Shaman (Mystic, Defiler)
  • Mage
  • Sorceror (Wizard, Warlock)
  • Summoner (Conjuror, Necromancer)
  • Enchanter (Illusionist, Coercer)

13
Artisan Classes
  • Craftsman
  • Carpenter
  • Provisioner
  • Woodworker
  • Outfitter
  • Weaponsmith
  • Armorsmith
  • Tailor
  • Scholar
  • Alchemist
  • Jeweler
  • Sage
  • Tinkerer
  • Transmuter

14
EQ2
  • Guilds
  • Long term groupings
  • Hierarchical
  • Comprised of mixes of races, classes, characters
  • Have own bank, hall, chat system
  • Units
  • Groups 4-6 players going on manageable quests
  • Raids up to 24 players on major quests
    multi-team units

15
(No Transcript)
16
EQ2
  • Performance Metrics
  • Success in quest
  • Building character attributes Strength, stamina,
    agility, intelligence, wisdom, health, armor
  • Acquiring various items
  • Exploring areas
  • Rising in guild
  • Guild one is invited to join
  • Currency through selling items (made or otherwise
    acquired)
  • Barters

17
EQ2
  • Communication tools
  • Tells - akin to instant messaging
  • Chat channels--for guilds, ad hoc groups,
    recruitment functions, general banter
  • Friends and ignore lists
  • Side audio channelscell, internet phone, etc.

18
Game Server Data
  • Housed on Linux server which has 8 CPU, 16GB RAM
    and 15TB disk storage
  • 1.4 Terabytes of data 5 months of game data from
    four servers
  • Anticipate receiving additional data
  • Big tables! 13 have over a million rows 6 over
    100 million rows economy table over 1 billion
    rows

19
Game Server Data
  • Unobtrusive
  • Complete
  • 23 tables with 57 relations and over 500
    variables
  • Three types of tables
  • State Information demographics, skills,
    abilities at one point in time
  • Game Logs Action records such as kills and
    points earned or barters
  • Chat Logs
  • 1.5 years to build relations in our database, fix
    data, etc.

20
Survey
  • During time logs collected players invited to
    participate
  • Reward Greatstaff of the Sun Serpent
  • N 7000 (reached in two days)
  • Open about goals To learn about users
  • 25 minutes
  • Participants were identified by unseen account
    number

21
Survey
  • Measures
  • (1) demographics, including age, gender, race,
    household income, education, and religion
  • (2) general game playing behavior (how often they
    play, who they play with, etc.) and motives for
    game playing
  • (3) experiences in EQ2 (e.g., have you ever sold
    something in EQ2?) and typical priorities and
    behaviors when playing the game
  • (4) media use, including their hours of
    television viewed per week, how often they read a
    newspaper, and their Internet connection speed
  • (5) physical health, as measured by body mass
    index (BMI, calculated from self reports of
    weight and height), exercise habits (How many
    days a week do you engage in vigorous
    exercise?), and physical impairment (Do you
    have a physical condition that impairs your
    ability to carry out ordinary daily
    activities?)
  • (6) social attitudes, including beliefs about
    community and trust
  • (7) personality characteristics, such as
    loneliness and happiness.

22
Investigations Underway
  • Economics of EQ2
  • Networks
  • Teamwork and Group Performance
  • Interpersonal Dynamics
  • Computer Science

23
Who Plays and What Are They Like?

24
Who Plays, How Much, And Why?
  • Replacing self-selected survey work, adding basic
    use patterns
  • It aint a bunch of kids
  • Average age is 31.16 (US population median is 35)
  • More players in their 30s than in their 20s.

25
Some oddball findings
  • EQ2 players have lower Body Mass Index than US
    Population, i.e. they are physically healthier
  • EQ2 players have higher levels of depression,
    lower levels of anxiety than US population
  • Healthiest group vs. US Pop is older women
  • Women are- More intense players in terms of
    time and commitment- Older (33 vs. 30)- More
    likely to be disabled- Disproportionately likely
    to be bisexual (14 vs. 2.8 for US) or
    physically impaired (14.4 vs. 7.3 for US)

26
Whos Hardcore?
  • Men play more other games, but it was the women
    who were the most dedicated and intense satisfied
    EQ2 players
  • Women 29.32 hours/week
  • Men 25.03 hours/week
  • Likelihood of quitting no plans to quitwomen
    48.66, men 35.08

27
The self-reported play issue
  • Actual play was
  • Women 29.32 hours/week
  • Men 25.03 hours/week
  • Self-reported play was
  • Women 26.03 (3 hours less than actual)
  • Men 24.10 (1 hour less than actual)
  • Implications for prior research!

28
Trust in Virtual Worlds

29
Trust in Virtual Worlds
  • Trust and feeling part of a community is very
    important in the early 21st century
  • Online worlds offer potential for community
  • Community depends on trustworthiness of online
    worlds
  • Do participants have a sense of trust in EQ2?
  • Does trust work the same way in EQ2 as in RL?

30
Trust in Virtual Worlds
  • Sources of Trust
  • 1. Personality Generalized Trust (Rotter)
  • 2. Institutions Within Online World (e.g. guilds
    in EQ2)
  • 3. Communication
  • Amount
  • Self-disclosure
  • Private versus public messages
  • Modality

31
Trust in Virtual Worlds
  • H1 Levels of generalized trust will be
    positively related to online trust
  • H2a Players trust their guild members more than
    others in the game
  • H2b MMO players trust others in the game more
    than others online

32
Trust in Virtual Worlds
  • H3a Amount of small talk is positively related
    to trust of guildmates and others in the MMO
  • H3b Self-disclosure is positively related to
    trust of guildmates and others in the MMO
  • H3c The higher the proportion of all messages
    that a player publicly sends to a guild, the more
    this player trusts guild members.
  • H3d People who use voice chat in the game more
    frequently are more likely to trust others a) in
    their guild and b) in the game the game and in
    their guild compared to people who use voice chat
    less frequently.

33
Trust in Virtual Worlds
  • Measures
  • Survey
  • Self-disclosure index of subjects responses to
    questions about a variety of relatively sensitive
    topics they might have discussed while playing.
    These covered how much they talked about dating
    or married life, parenting, sex, religion, and
    politics Five Point Likert Scale
  • Small Talk When you are online talking to other
    players, how much small talk (e.g. talk about
    the weather, short conversations about how you
    are doing, etc.) goes on? Scale None at
    all, Very little, Some, A lot, I am not
    in a guild, and Dont Know.
  • Voice Chat Use How often do you use a voice
    system (e.g. TeamSpeak, Ventrilo) to talk to
    other players? Scale Never, Rarely, less
    than once a month, Once a week, About once a
    day, but not always, and Always

34
Trust in Virtual Worlds
  • Measures
  • Behavioral
  • Public and Private Messages The number of
    private (to individual players) and public (to
    guild) messages each player sent was derived from
    Sonys databases. The proportion of all messages
    that players publicly sent to a guild was
    calculated by dividing the number of public guild
    messages by the sum of the number of private
    messages and public guild messages. Higher values
    mean that a player sent a higher proportion of
    public messages.

35
Trust in Virtual Worlds
  • Findings
  • H1 Levels of generalized trust will be
    positively related to online trust
  • Supported Correlations of generalized trust with
    other forms of trust (online, EQ2, guild) are
    significant
  • H2a Players trust their guild members more than
    others in the game
  • Supported Trust of guild members is
    significantly greater than trust of others in the
    EQ2
  • H2b MMO players trust others in the game more
    than others online
  • Supported Trust of others in EQ2 is
    significantly higher than trust of others online,

36
Trust in Virtual Worlds
  • H3a Amount of small talk is positively related
    to trust of guildmates and others in the MMO
  • Supported Small talk significantly predicted
    trust of guildmates (medium effect size)and
    others in EQ2 (small effect size) coefficients
    in the predicted direction.
  • H3b Self-disclosure is positively related to
    trust of guildmates and others in the MMO
  • Supported Self-disclosure significantly
    predicted trust of guildmates (small effect size)
    and others in EQ2 (small effect size)
    coefficients in predicted direction.

37
Trust in Virtual Worlds
  • H3c The higher the proportion of all messages
    that a player publicly sends to a guild, the more
    this player trusts guild members.
  • Supported Players who sent a greater proportion
    of public guild messages reported higher levels
    of trust in guild members as well as other
    players.
  • H3d People who use voice chat in the game more
    frequently are more likely to trust others a) in
    their guild and b) in the game the game and in
    their guild compared to people who use voice chat
    less frequently.
  • Not Supported

38
Trust in Virtual Worlds
  • Conclusions
  • Trust in online world exhibits similar patterns
    to what would be expected in RL
  • Institutions like guilds serve an important
    function in MMOs in that they provide a basis for
    trust
  • MMOs engender trust and may be a basis for
    community
  • Communication has a role in generating trust in
    online worlds

39
Expertise in Virtual Worlds

40
Expertise in Online Worlds
  • Important factor influencing effectiveness and
    accomplishment in the MMO
  • In MMOs there are precise metrics defining
    expertise and changes in expertise.
  • What can expertise in the MMO tell us about
    expertise in RL?

41
Expertise in Online Worlds
  • Expertise f(Motivation, Effort, Time,
  • Personal Characteristics)

42
Expertise in Online Worlds
  • RQ1 What is the relationship between age, gender
    and game expertise?
  • H1a Players who are high on achievement
    motivation in game playing will have higher
    levels of expertise.
  • H1b Players who are high on social motivation
    will have lower levels of expertise.
  • H1c Players who are high on immersion motivation
    will have higher levels of expertise.

43
Expertise in Online Worlds
  • H2a Players who spend more time playing the game
    will have higher levels of expertise.
  • H2b Players who focus their game time on
    completing quests will have higher levels of
    expertise.
  • H3a Players who are more extroverted will have
    higher levels of expertise.
  • H3b. Players who are more aggressive will have
    higher levels of expertise in the game.

44
Expertise in Online Worlds
  • Measures
  • Game focus Amount of time players spend doing
    quests as opposed to other game activities such
    as utilizing trade skills or socializing with
    other players. It was calculated by dividing the
    total number of quests that players completed by
    the log-transformed play time.
  • Aggression The AQ Physical Aggression subscale.
    On 9 statements, survey participants were asked
    to indicate the degree of their agreement on a
    7-point scale ranging from Strongly Disagree
    (1) to Strongly Agree (7). An illustrative
    statement involving physical aggression was If
    somebody hits me, I hit back. The average score
    across the 9 items was calculated as the players
    score on physical aggression.

45
Expertise in Online Worlds
  • Results
  • H1b Players who are high on social motivation
    will have lower levels of expertise.
  • Not Supported Social motivation significantly
    predicts expertise coefficient is positive, not
    negative as expected (small effect size)
  • H1c Players who are high on immersion motivation
    will have higher levels of expertise
  • Not Supported Immersion motivation significantly
    predicts expertise coefficient is negative, not
    positive as expected (small effect size)

46
Expertise in Online Worlds
  • H2a Players who spend more time playing the game
    will have higher levels of expertise.
  • Supported Time spent playing significantly
    predicted expertise coefficient was in predicted
    direction (large effect size)
  • H2b Players who focus their game time on
    completing quests will have higher levels of
    expertise.
  • Supported Focus on quests significantly
    predicted expertise coefficient was in predicted
    direction (large effect size)

47
Expertise in Online Worlds
  • H3a Players who are more extroverted will have
    higher levels of expertise.
  • Supported Extroversion significantly predicted
    expertise coefficient in predicted direction
    (small effect size)
  • H3b. Players who are more aggressive will have
    higher levels of expertise in the game.
  • Supported Aggression significantly predicted
    expertise coefficient in predicted direction
    (small effect size)

48
Take Aways
  • Expertise in EQ2 follows similar patterns to what
    would be expected in real life
  • Need to sort out two types of expertise
    accomplishment of character (experience) and
    skill
  • Next steps Learning curves

49
Cautions What Can We Learn About Leadership and
Human Behavior from Virtual Worlds?
  • It depends on the nature of the world
  • In EQ2, there are specific types of groups that
    can be led
  • Reeves et al Organizational and strategic
    challenges facing players who serve as game
    leaders are familiar ones
  • recruiting, assessing, motivating, rewarding, and
    retaining talented and culturally diverse team
    members
  • identifying and capitalizing on the
    organizations competitive advantage
  • analyzing multiple streams of changing and
    incomplete data

50
Types of Work Teams
  • Advice/Involvement Make decisions, plans, etc.
  • Production/Service Make things
  • Project/Development Create plans, products
  • Action Do things with clearly specified goals

51
Characteristics of Action Teams
  • Specialized roles
  • High levels of interdependence
  • Short term goal
  • Clear feedback
  • Recognition Primed Decision Making

52
Longer Term Organizations?
  • Guilds
  • Definite leaders
  • Status Structure
  • Recruitment
  • Guilds have status themselves

53
  • Questions???
Write a Comment
User Comments (0)
About PowerShow.com