Dec 172009
 

The latest results from the giant EQ2 data research project came out a few days ago, and this time they center on gender. I’ll just point straight to the summary from Terra Nova:

  • Men are more driven to achieve within the game space, and women are more driven to socialize, although these differences are not as large as one might expect.
  • Female players fall into two distinct categories: stereotypically feminine players, typically brought into the game by a partner, and very hard-core players.
  • The hard-core women are more intense than their male counterparts: “The top 10% of male players played an average of 48.86 hours per week, while the top 10% of female players played an average of 56.64 hours per week.”
  • Female players are healthier offline than the males. This is especially true among older players.
  • When males and females play together within a romantic relationship, the males are less happy and the females more happy. When not playing in a romantic relationship, these outcomes are reversed: the females are less happy and the males more happy.
  • There are a surprisingly large number of bisexual females playing, but not males. While male bisexual players stuck to the national average, females were about five times higher than the national baseline rate.
  • Females under-report their playing time more than males.

via Terra Nova: Gender differences in MMOs.

The full paper can be gotten here (scroll down a bit) but you have to register or purchase it.

Nov 302009
 

I am unsurprised to see that there is a fresh paper out that states that there are strong mathematical commonalities between gang formation and guild formation. (I am also unsurprised to see Nic Ducheneaut and Nick Yee among the authors of the paper).

In particular, we find that the evolution of gang-like groups in the real and virtual world can be explained using the same team-based group-formation mechanism. In contrast to the quantitative success of our team-based model, we find that a homophilic version of the model fails. Our findings thus provide evidence that online guilds and offline gangs are both driven by team-formation considerations rather than like-seeking-like. Interestingly, each server’s Internet protocol (IP) address seems to play an equivalent role to a gang ethnicity.

“Human group formation in online guilds and offline gangs driven by a common team dynamic”

The source data comes from WoW guilds and from Long Beach CA street gangs — and with lots and lots of data points to boot.

What’s the mathematical model underlying the two? Well, it’s a basically pragmatic approach to team-building:

Continue reading »

Game Addiction review on RPS

 Posted by (Visited 5940 times)  Game talk, Reading  Tagged with:
Aug 042009
 

Niels Clark dropped by in the comment thread on the WoW addiction therapy guild to mention that Jim Rossignol has a detailed review of his new book Game Addiction: The Experience and the Effects.

What this means is that Game Addiction is damning of “grind” heavy games. At times, it seems like Clark is betraying his “not anti-games” by painting a deliberately bleak pictures of traditional MMOs. He’s quick to nod towards the complexity of these clever multiplayer constructs, and the positive side-effects of social gaming, but I couldn’t help feeling that grind-based games are beginning to become their own worst enemies when subjected to this kind of scrutiny. It seems like an impossible task to come away with a truly positive picture of their game model, and the way we gamers behave when playing them. They are not games that encourage balance in our lives.

via Rock, Paper, Shotgun: “Don’t push me because I’m close to the…” » Book: Game Addiction.

The discussion thread, needless to say, gets kind of contentious. Sounds worth picking up though!

Jun 232009
 

Earlier today I noticed that Theory of Fun was listed as “frequently bought with” Understanding Comics on Amazon. And also with Challenges for Game Designers, by Brenda Brathwaite and Ian Schreiber. I thought it was neat, I tweeted it, the end. Then I get replies piling in saying that it is because of Game Design Concepts, a cool thing that Ian is doing this summer: a free class in game design, conducted over the web by blog.

This blog is a course in game design (specifically, non-digital systems design).

  • Tuition: none. This class is open to all.
  • Prerequisites: none. It is my intention to make this course accessible to all levels of experience, while providing useful additional resources for those who are advanced.
  • Schedule: Monday 6/29/2009 through Sunday 9/6/2009. Posts will be made twice per week. You can read them at your own pace. The course lasts ten weeks.
  • Audience: anyone with an interest in game design. This includes students who are interested in game design; faculty who teach courses in game design and would like to compare course material; game developers with an interest in design or a desire to see an example of what students are being taught these days; or relatives of game designers who are curious about what these people do all day.

Course Description:

This course provides students with a theoretical and conceptual understanding of the field of game design, along with practical exposure to the process of creating a game. Topics covered include iteration, rapid prototyping, mechanics, dynamics, flow theory, the nature of fun, game balance, and user interface design. Primary focus is on non-digital games.

I am guessing this may be of interest to some who read this blog. 🙂 Not sure how I missed it before!

State of Play reports

 Posted by (Visited 10733 times)  Game talk  Tagged with: , , , ,
Jun 212009
 

I didn’t liveblog, but others did!

Tim Burke at Easily Distracted has a series of liveblog posts.

TerraNova has a thread.

Virtual Learning Worlds has a bunch of posts too:

Hakawi Tech also has several posts:

I think that I will try to write up some of the specific things I was trying to get across in the keynote as a blog post at some point, because the vaious blogs and notes all seem somewhat partial in one way or another… are backchannels damaging liveblogging? In any case, here’s the backchannels, which may not make too much sense without the original actual content being commented on!

  • gsssop « Today’s Meet is the web-based backchannel for the conference, including the rather fascinating (and to my mind, somewhat jarring) responses to the panel I was on.