Title: The Virtual Worlds Exploratorium
1The Virtual Worlds Exploratorium
- Marshall Scott Poole
- Department of Communication
- National Center for Supercomputing Applications
- I-CHASS
- University of Illinois Urbana-Champaign
2Principal 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
3Supported 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
4Online 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
5Research 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
6A Unique Opportunity
- Previous work
- Experiments
- Ethnographies
- Surveys in separate sites
- VWE Project
- Proprietary in-game player data
- Survey of players from game
7The Game
- Everquest 2 (EQ2)
- About 175,000 players
- Dozens of servers worldwide
- Successor to Ever Quest
8http//www.youtube.com/watch?vG3VamwcAlzs
9EQ2
- 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
10EQ2
- 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)
12Adventurer 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)
13Artisan Classes
- Craftsman
- Carpenter
- Provisioner
- Woodworker
- Outfitter
- Weaponsmith
- Armorsmith
- Tailor
- Scholar
- Alchemist
- Jeweler
- Sage
- Tinkerer
- Transmuter
14EQ2
- 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)
16EQ2
- 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
17EQ2
- 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.
18Game 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 -
19Game 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.
20Survey
- 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
21Survey
- 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.
22Investigations Underway
- Economics of EQ2
- Networks
- Teamwork and Group Performance
- Interpersonal Dynamics
- Computer Science
23Who Plays and What Are They Like?
24Who 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.
25Some 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)
26Whos 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
27The 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!
28Trust in Virtual Worlds
29Trust 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?
30Trust 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
31Trust 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
32Trust 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.
33Trust 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
34Trust 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. -
35Trust 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,
36Trust 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.
37Trust 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
38Trust 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
39Expertise in Virtual Worlds
40Expertise 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?
41Expertise in Online Worlds
- Expertise f(Motivation, Effort, Time,
- Personal Characteristics)
42Expertise 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.
43Expertise 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.
44Expertise 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.
45Expertise 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)
46Expertise 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)
47Expertise 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)
48Take 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
49Cautions 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
50Types 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
51Characteristics of Action Teams
- Specialized roles
- High levels of interdependence
- Short term goal
- Clear feedback
- Recognition Primed Decision Making
52Longer Term Organizations?
- Guilds
- Definite leaders
- Status Structure
- Recruitment
- Guilds have status themselves
53