Introduction
Like all mammals, we learn and grown
through play, both alone and with others. The role of play and leisure in
modern, Western lives has massively expanded amongst the young and old alike.
Perhaps the most radical and highly mediated form of popular play is the
online video game. The digital game industry has grown from its humble roots
in the 1960’s to an industry with sales of $6.35 billion for 2001 in the
US alone; just behind total box office sales at $8.41B. Video gaming is a major pastime, with children and adults playing
increasingly in multiplayer games via the Internet. Teachers, psychologists
and even corporate teamwork advisors have long known that social play experiences
have formative effects on how the people contextualize their social interactions
and relations, and online games are provide these social play experiences
to growing millions worldwide. The online game, simply put, is a rapidly
expanding and uncharted new form of social medium.
This is why we at the Media Analysis
Laboratory of Simon Fraser University implemented the Online Gaming as Emergent Social Media survey. In the preliminary
first wave of this audit, we surveyed 569 online gamers from around the
world to explore several key issues and concerns relating to the social
practices of video gaming. The audit was designed to look at the total context
of gamers’ digital game use, both online and offline. Additional focus was
afforded to the two particular online titles EverQuest, a massively multiplayer
online role-playing game, and Half-Life: Counterstrike, an online first-person
shooter. In this report we start to look at what the world’s online gamers
have to say about their play.
Executive
Summary
Almost all the survey respondents are
net-savvy online gamers, with only 7.3% of them playing an average of less
than two hours per week online gaming and fully a quarter of respondents
playing online more than 25 hours each week. Many of them are somehow socially
involved in online gaming, whether through reading online game forums and
news sites, chatting with other players, or just going to their local ‘net
café for a game. In fact, most respondents came across this survey in one
such manner or another, as it was not administered to a random sample of
the world’s populace, but publicized in these places that devoted online
gamers are likely to see.
And many respondents are devoted gamers
indeed. More than 87% of respondents feel that people become addicted to
the games, yet less than 19% feel that they themselves are addicted. Nearly
half the respondents report that they have been in conflict with family
or friends over their online gaming, yet continue to play.
Of course,
not all gamers are the same. In fact, we have found that online gamers can
be statistically categorized into four archetypal components; the warrior,
the narrator, the strategist, and the interactor. Statistical analysis suggest
that these four archetypes account for more than two-thirds of an online
gamer’s general gameplay preferences.
Methodology
Over the run of this audit, 709 respondents took part
in the first section of the survey and an additional 469 took the entire
survey in two parts, making a total of 1178 respondents to the first and
more general section of the survey. These results were gathered from August
21st, 2002 through November 9th, 2002. The two sections of the questionnaire
are available for reading here
and here,
respectively. The draw of the survey, besides the chance for participants
to offer their opinions about their hobby, was the chance to be selected
for one of three thank you gift certificates, good for $60 CAN each.
Recruitment for the survey was accomplished in several
various ways. The first and simplest was by "word of mouth". We
in the Media Laboratory asked, in person or by e-mail, our friends and acquaintances,
resident local gaming dens and Internet cafes, and fellow students and staff
to spread the word to online game players they know, particularly those
that play EverQuest of Half-Life: Counterstrike. Several Greater Vancouver
gaming cafes posted our flyers on their doors, while posters were delivered
to comic book and game stores.
More rigorous recruiting was performed online, where
word of the questionnaire was submitted directly to general video game 'news'
web sites such as Gamers.com and Gamespy. Web sites focused on EQ and CS
such as Everlore.com and Counterstrikecenter.com were particularly targeted
for these submissions. Online comic strips such as GUComics.com and Penny-Arcade.com
were also notified. Further, whenever a CS or EQ Internet forum was discovered
notice of the survey was posted in an appropriate area. Finally, notice
was posted in various non-video game related, yet still-receptive forums
where gamers might be found. Examples include the paintball site PBReview.com
and Slashdot.net. All in all, more than 100 news and forums submissions
were made. The greatest period of submission occurred within a week of the
questionnaire going live.
Sample bias, in this case, is fairly evident. Internationally,
there is an obvious bias towards English-speaking nations, and results show
that Americans and particularly Canadians are strongly represented in this
data set. Given the origins of some responses, an inordinate number of respondents
are students at Simon Fraser University (estimated: 10), yet combined this
accounts for less than 0.1% - a figure which we have decided is unlikely
to skew our results noticeably. Age bias is difficult to identify given
the lack of data from other sources, but the intimidating nature of the
survey itself and the personal savvy needed to access the web forums where
much of the survey's publicity originate from suggest that very young players
are not fairly represented in our results. In terms of game choice, the
representation of CS and EQ players is fortuitously similar.
Another bias of the ways the survey was publicized is
that the participants are typically more dedicated or "hardcore"
gamers; the ones to find our notices in news and forums are the ones that
seek out extra information or interaction with the communities of online
gaming. Such gamers might be more likely to take gaming seriously, be more
informed of social issues surrounding gameplay, take higher interest in
out-of-game socialization, and so on. Gender representation in the survey
rests at 10% female, which some figures suggest is high in comparison to
computer games on the whole, yet low for EQ. Because no effort was made
to target either men or women specifically we feel that any sampling error
here is simply related to gender and access to web forums and news sites.
In order to avoid any skewing of the data caused by the gender break, many
questions are analyzed for both genders comparatively, when appropriate.
In hindsight, we see now how valuable a "How did
you hear of this questionnaire?" query would be in identifying not
only the most effective ways to contact online gamers, but also to address
these very issues of representativeness and sampling. Nevertheless, The
goal of this audit was never to find a perfect cross-section of one in 25000
people that have ever played online. Instead, it is more of a foray into
the realm of sociality as it is found in online gaming communities and environments.
Strategically, we chose to simply reach as many people that were willing
to take a lengthy, 20 minute survey as possible. We are working to refine
our sampling process in order to avoid data contamination or sampling bias
as much as feasibly possible for future online surveys, and if you have
any suggestions we would be most happy to hear from you.
Each response was checked to ensure that it was not submitted
in error or duplicate by checking the time it was sent and from which Internet
service provider address (for lack of a better term; not the participants
IP Address, which was not recorded). Further, each response was checked
to ensure that no missing responses went unmarked, which could cause later
questions to be mislabeled. Approximately 150 responses (either a first
or second half of a given survey) were discarded, with 9 out of 10 of these
being clearly the result of somebody accidentally submitting twice in rapid
succession, or accidentally submitting when only partially finished that
page and going back to redo the parts of the page they skipped. Some other
responses were garbled by participants deleting default data from their
survey (which was repaired when we could be absolutely certain where the
errors were - 3 cases), or someone clearly submitting blank responses to
see the second page of the questionnaire. In some cases the last few responses
on a given page were untransmitted, presumably by someone closing their
window immediately after submitting, resulting in only a partial transmission
of data. In these cases (approx. 25) we simply entered a "Don't know
/ n.a." or "Null Data" value for these missing responses.
Results were collected by e-mail and individually transferred
into a tab-delimited format for entry into the analysis program. Answers
that were left "Don't know / n.a." were marked as excluded from
calculations. Every precaution was made to back up data and ensure that
there was no manual character transcription, in order to avoid clerical
errors. In future, we hope to use a purpose-built SQL server we are designing
to streamline the process and help further avoid human error.
One final note on how this data has been analyzed thus
far - what you see below is a preliminary report of the most surface-level
findings and some interesting things that have come up out of our work,
but this is only the tip of the iceberg. Currently, we at the Media Laboratory
are working on several concurrent pieces we hope to produce, and are confident
that this 327 question survey hasn't revealed all of its treasures yet,
so, please, pop in on this site once in a while...
General
Findings
Most
respondents have been playing online games for 3 to 6 years. In terms of
what is important or very important in a game, they tend to rate exploration
(88.5%) and themes or plot (88.5%) most highly, then good characters (86.2%),
graphics (79.3%), the opportunity to cooperate with other players (76.1%)
and innovation in game design (74.6%) well ahead of other gameplay elements.
Following these were unpredictable gameplay (68.9%) gameplay that make them
think a lot (66.9%) and feelings of control while they play (66.8%). Complex
strategies (60.1), imaginative gameplay (59.5%), constant excitement (56.0%),
challenge (54.8%), and competition against other players (53.9%) ranked
ahead of weapons and technology (48.1%), realism (41.3%), fast-reaction
play (36.9%), and military or combat themes (31.9%). Finally, gamers were
evenly split between feeling calming gameplay is important or unimportant.
In terms of
online genre preferences, most respondents like or strongly like RPG’s and
fantasy games online (85.7%), followed by fighting and shooting games (75.9%),
real-time and turn based strategy or conquest games (67.4%), simulations
(38.0%), platformer, maze and adventure games (36.0%), racing games (25.8%),
puzzle, educational and board games (25.2%), sports games (17.4%), and finally
gambling games (9.2%).
When
asked specifically about online gaming, respondents report that communicating
with other players is very important or important (87.5%), while exploration
of new online game environments (83.6%) and teamwork (82.6%) are also important
in typical online games. Secondary in importance are trying out new characters
(79.9%), building a character's power, money or items to use again (77.4%),
generosity and giving help to other players (77.1% - with only 5.2% saying
it is unimportant), seeing old friends by playing (74.1% - with only 5.0%
saying it is unimportant), practicing their skills (73.8%), and relying
on and being relied upon by other players (73.2%). Tertiary elements include
building a reputation (66.2%), making new friends by playing (65.5% - with
only 8.0% feeling that this is unimportant), competition with other players
(58.9%), trading items between players, characters or accounts (57.2%),
and learning game secrets without help (57.2%). Other somewhat important
elements include role-playing a character’s personality (55.9%), winning
the game (51.0%), getting a good score (49.4%), impressing or charming other
players (47.3%), joining a clan or guild (43.1%), puzzle solving (41.1%),
defeating computer opponents violently (39.5%), learning game secrets from
others (38.2%), and defeating other players violently (36.5%). Ranking poorest
were learning secrets from magazines, guides or online (26.5%) and frightening,
intimidating or dominating other players (22.0% - with 48.7% feeling this
was unimportant).
A
small number of online gamers have exploited a game flaw against other players
in EQ, CS or other online games (10.1%, 15.3% and 18.5% respectively), but
are more likely to do so if no other player directly suffers harm, particularly
in EQ (24.5%, 18.9% and 18.5% respectively). Fewer player admit to having
used a disallowed game hack or program against another, with more having
done so in CS (3.4%, 7.5% and 4.5% respectively) and many more having done
so against nobody in particular (7.3%, 8.2% and 15.0% respectively). Few
players in EQ players, more than twice as many in CS players and many in
other online games have intentionally betrayed their team mates or companions
during gameplay (8.8%, 18.9% and 15.6% respectively).
Three
in five (58.5%) of respondents have played EQ, with a similar number having
played CS (55.3%). Of the regions in which significant numbers of respondents
participated, Americans are most likely to have played EQ (68%), followed
by Europeans (47%) and finally Canadians (34%) while Europeans and Canadians
were more likely (63%) than Americans (53%) to have played CS. Most European
EverQuest players are experts or pros at the game, Americans taking the
middle road and Canadians are twice as likely to be EQ rookies and novices
with very few pros. Counterstrike players in all three regions tend to be
approximately equal in skill.
Transgressions
|
Scale: 1=”Strongly
like”, 5 = “Strongly dislike”
|
When
another player exploits a game flaw to get an edge against other players
in EQ
|
4.38
|
When
another player exploits a game flaw to get an edge against other players
in CS
|
4.55
|
When
another player exploits a game flaw to get an edge against other players
in other online games
|
4.50
|
When
another player exploits a game flaw to get an edge against other players
in offline games
|
3.80
|
When
another player exploits a game flaw to get an edge against nobody
in particular in EQ
|
3.76
|
When
another player exploits a game flaw to get an edge against nobody
in particular in CS
|
4.10
|
When
another player exploits a game flaw to get an edge against nobody
in particular in other online games
|
3.85
|
When
another player exploits a game flaw to get an edge against nobody
in particular in offline games
|
3.36
|
When
another player uses a disallowed game hack/cheat or other program
to do harm to others in EQ
|
4.84
|
When
another player uses a disallowed game hack/cheat or other program
to do harm to others in CS
|
4.88
|
When
another player uses a disallowed game hack/cheat or other program
to do harm to others in other online games
|
4.85
|
When
another player uses a disallowed game hack/cheat or other program
to do harm to others in offline games
|
4.41
|
When
another player uses a disallowed game hack/cheat or other program
to do harm to nobody in particular
in EQ
|
4.26
|
When
another player uses a disallowed game hack/cheat or other program
to do harm to nobody in particular
in CS
|
4.45
|
When
another player uses a disallowed game hack/cheat or other program
to do harm to nobody in particular
in other online games
|
4.33
|
When
another player uses a disallowed game hack/cheat or other program
to do harm to nobody in particular
in offline games
|
3.84
|
When
another player harms their team or group by intentional betrayal in
EQ
|
4.75
|
When
another player harms their team or group by intentional betrayal in
CS
|
4.72
|
When
another player harms their team or group by intentional betrayal in
other online games
|
4.62
|
When
another player harms their team or group by intentional betrayal in
offline games
|
4.21
|
When
another player harms their team or group by mistake in EQ
|
3.44
|
When
another player harms their team or group by mistake in CS
|
3.52
|
When
another player harms their team or group by mistake in other online
games
|
3.42
|
When
another player harms their team or group by mistake in offline games
|
3.41
|
When
another player harms their team or group by being a poorly skilled
player in EQ
|
3.77
|
When
another player harms their team or group by being a poorly skilled
player in CS
|
3.54
|
When
another player harms their team or group by being a poorly skilled
player in other online games
|
3.56
|
When
another player harms their team or group by being a poorly skilled
player in offline games
|
3.46
|
Here we see that CS players are more likely to
take offense when another player exploits a game flaw against nobody in
particular, while people are generally more forgiving of transgressions
that occur in offline play than in EQ, CS or other online games. It is generally
seen as less unacceptable to cheat if it doesn’t directly harm other players,
using a hack is a little worse than simply exploiting game mechanics, betrayal
is the grossest transgression and poorly skilled players and mistakes are
less likely to upset other players than cheaters or exploiters.
Addiction
and Online Gaming
Parents, educators, friends and government
officials are often concerned about video games addicting players, particularly
violent games. Due to its social nature some are concerned that online games
pose even more threat, and the recent suicide of 21-year-old EQ player Shawn
Woolly has only heated up the debate. While not everyone agrees on what
addiction is, we set out to learn the opinions of the online gamers themselves.
Three common
elements of addiction are displacement, social problems and issues of control
or a lack thereof. The term displacement refers here to those times when
other activities are put aside for gaming. Three out of ten (30.5%) admit
to frequently playing online when they should be doing other things. Many
players frequently lose sleep or stay up too late playing (27.8%). Social
problems for gamers may often arise from addiction, such as has happened
to 45.2% of respondents who have been in conflict with their friends or
family about their gameplay in the past. Nevertheless, only one in 20 (4.4%)
are frequently in such conflict now. Lack of control in one’s life can stem
from addiction, and only 14.5% of respondents feel that their gaming is
never out of their own control. Only 8.4% of players feel that they play
too often.
Overall, nine
out of ten (87.2%) of online gamers feel that some other people get addicted
to online games, while only 5.4% disagree with that viewpoint.
Overall, 29.4% of respondents feel that they frequently play too
often, yet only 18.4% feel that they themselves are addicted and 76.0% actually
disagree that playing online games is an addiction to them.
In all of these
circumstances, EQ players report more frequent addiction or associated feelings
with 3.9% admitting that they are even now in conflict with friends and
loved ones all the time over their gameplay, and 21.6% feel overall that
they are addicted to EQ. On the other side of the coin, CS players report
less frequent feelings of addiction regardless of that title’s higher level
of violence, with only 10.4% admitting addiction. There is one exception,
however, in that 4.3% of CS players admit conflict with family and friends
over their gameplay even though all other indicators suggest a lesser feelings
of addiction.
Gender
and Gameplay Practices
It may be surprising that female and
male gamers are very similar in many ways. Gender has negligible effect
on gamers’ preferences neither between console and computer games, nor between
online and offline games. Further, the amount of time these gamers spend
playing games online each week is similar, with a few more females playing
25+ hours online than males (33% vs. 25%).
While both
female and male online gamers tend to be 13 to 25 years of age, female gamers
are twice as likely to be 40+ than males (9.8% vs. 4.9%), while males are
more likely to be under 18 (28.5% of males are youths vs. 17.7% of females).
Females are more likely to have children that they do not live with (9.8%
vs. 2.9%), and females are more likely to be married or dating than single
(40.0%, 40.0% and 20.0%, respectively), while only half of male online gamers
are married or dating (26.5%, 24.0% and 49.5%).
Gender
vs. Predominant occupation
|
Non - employed, non-student
|
Student
|
Home maker
|
Administrator / Owner of large business
|
Administrator / Owner of small business
|
Professional
|
Technician / Semiprofessional
|
Office worker / White collar
|
Tradesperson / Blue collar
|
Un -skilled worker
|
Sales / Service
|
Farmer / Fisher
|
Arts
|
Other
|
%
of Males
|
2.6
|
42.5
|
0.2
|
11.1
|
0.4
|
3.2
|
14.6
|
6.3
|
2.8
|
0.8
|
3.6
|
0.2
|
2.8
|
8.7
|
%
of Females
|
0.0
|
19.1
|
4.3
|
12.8
|
2.1
|
4.3
|
10.6
|
17.0
|
0.0
|
2.1
|
10.6
|
0.0
|
0.0
|
17.0
|
From the table
above we can see that male online gamers are twice as likely to be students
(2 in 5 males), and more likely to be unemployed, blue collar, technical
or semiskilled workers, agricultural workers, or artists. Females are far
more likely to be homemakers, though less than 1 in 20 is. Females are also
more likely to be white collar workers, small business operators, sales
or service people, or unskilled workers.
Females, in
general, tend to be newer video game players (30% having played < 8 years,
vs. 20% of males), while also being slightly more recent adopters of online
play (14.0% having played < 1 year, vs. 5.2% of males). Both males and
females rate equally gameplay elements such as feelings of control and excitement,
the use of fast reactions, thinking hard and strategizing. Also, both genders
rate the importance of innovation in game design and gameplay similarly.
It is ‘very important’ to more females than males that games have great
graphics (45.1% vs. 27.7%), characterization (80.4% vs. 47.1%), themes and
plot (76.5% vs. 53.0%), exploration (64.7% vs. 49.7%), and imaginative play
(37.3% vs. 22.8%). Fewer females rate the ability of a game to calm them
down as unimportant (16.0% of females vs. 29.4% of males).
Many males
find weapons and technology (49.4% vs. 35.2%) and competitiveness (56.3%
vs. 33.3%) to be important or very important, and
they are less likely to rate unpredictability (6.1% vs. 21.6%) and
combat or military themes (30.2% vs. 64.0%) as unimportant or very unimportant.
While males and females on average feel the same about cooperation in gameplay,
females tend towards indifference more than male players.
Both sexes
are just as likely to have tried EverQuest (58.8% of females and 58.7% of
males), while females are more likely to be expert or pro players (63.3%
vs. 45.6%) while males are more likely to be novices or rookies (16.6% vs.
6.6%). This is consistent with the findings that both males and females
rate role-playing games very similarly both on and off the Internet It is
worthy of noting that roughly 10% more of both males and females like or
strongly like RPGs online than offline.
Counterstrike,
not surprisingly, is another story. Only 17.6% of female respondents have
tried the game, compared to 59.1% of males, and only two female respondents
in total claim to be of average skill. This is supported by the findings
that 24.8% of males strongly liking “Fighting / Shooting” games offline
and 46.3% of online, while only 4.2% of women rate fighting / shooting games
that well regardless of whether they are played online or offline.
Other genres
that the sexes disagree upon are: sports, which females are more likely
to dislike (86.5% vs. 52.3%) and racing which more females strongly dislike
(45.7% vs. 18.3%), while they like puzzle (55.0% vs. 21.9%) and gambling
games (23.1% vs. 7.8%) far more often.
Females and
males both feel very similarly about platformer / maze, simulation and strategy
/ conquest games both online and offline. It should be noted that both genders
rated strategy games as being the same online or offline.
Socialization
& Extra Activities
As already noted, the ability to make
new friends and spend time with old friends is very important to online
gamers, while social transgressions such as cheating or betraying one’s
comrades are highly disliked. Cooperation generally ranks higher than competition,
and very few online gamers felt that helping others was unimportant. Impressing
other players and building a reputation was more widely seen as a priority
than intimidating or dominating others. Role-playing did not rank as a top
priority, but it was higher that joining clans, guilds or tribes.
Fully a quarter
of respondents have created artwork, writing or other game related work
for other online games (26.0%) and offline games (26.7%), with nearly as
many having done work on EQ (21.4%)- much fewer have done so with CS (11.3%).
When compared, EQ players are very likely to maintain a game website (19.8%)
with CS players less so (10.8%). Online games in general tend to fall somewhere
in between (15.8%) with the fewest respondents having sites for offline
games (9.8%). More than two in five EQ players are more likely to have had
helped run an actual in-game clan, tribe or guild (42.6%), while CS players
are less so (27.1%), the two of which bracket the figure for online gaming
in general (32.5%), while a surprisingly high number of respondents are
do so for offline games (16.7%). Comparatively, few EQ players (4.3%) worked
for the company, either volunteer or paid, while many more CS players did
(19.1% - most of which presumably run servers), slightly fewer have done
so for other online games (13.7% - again, likely many running servers),
while one in twenty says that they have done so for offline games (4.9%).
Likely, a few percent in each case were beta testers, at least in the online
games.
Respondents
report that playing EQ requires more money than playing other online or
offline games, while playing CS is the least expensive option. Online games
are generally more expensive than offline games as well. When it comes to
using money in the game we find a similar response, with gamers responding
in each case that having money in games is more important to gameplay than
having real money to finance physically playing them.
1
= Very Important, 5 = Very Unimportant
|
Having in-game money to buy items in CS:
|
2.60
|
Having
in-game money to buy items in offline games:
|
2.50
|
Having
in-game money to buy items in other online games:
|
2.35
|
Having
in-game money to buy items in EQ:
|
1.97
|
1
= Very Important, 5 = Very Unimportant
|
Having
real-life money to play CS:
|
3.94
|
Having
real-life money to play offline games:
|
3.30
|
Having
real-life money to play other online games:
|
3.08
|
Having
real-life money to play EQ:
|
2.66
|
All kinds of
gamers are likely to talk about the game in real life (EQ 85.9%, CS
80.0%, other online games 88.7%, offline games 86.7%), but fewer have ever
“role played” a character, especially so in Counterstrike (EQ 69.9%, CS
16.2%, other online games 54.3%, offline games 41.0%). Still, it is interesting
to note that nearly 3 in 10 EQ players have never role played in a game
sold as a “massively multiplayer role-playing game”. Also surprising is
the fact that more respondents that play EQ reported to having communicated
strategy and tactics during play (92.2%) than CS players (88.1%), even though
CS is widely thought of as the most tactical popular first-person shooter.
In fact, CS is only just ahead of online games in general (85.7%), although
non-online games truly lag (56.8%) as they are obviously less multiplayer.
No respondents have paid another player to help maintain or build their
reputation or power, but a few EQ players (2.3%) have had someone do so
as a favour. Some EQ (6.1%) and even a few CS (4.2%) players had someone
take their place for fun, however.
We see the
same recurrent pattern of social interaction when finding that EQ players
are the most likely to have helped other players during play (85.9%) with
CS players (62.5%) falling below the norm for online games (75.6%), and
of course offline games are inherently less social and have seen fewer players
help others (44.2%). There is another factor, however, in that most players
have been playing offline games far longer yet have still been less likely
to have helped another person.
Intense social
relations are the most stirring form of network to resolve in online gaming.
Nearly half of EQ players (47.5%) have made real-life friends through their
play, while one quarter have done so in CS (24.8%). One third of players
have done so in other online games in general (36.8%), and nearly one in
five while playing offline games (18.9%). A few EQ players (6.0%) have pursued
real-life romantic relationships through the game, behind other online games
(8.3%). Even offline games (0.7%) are ahead of Counterstrike, in which nobody
has pursued real romance. Pretend romance is different, however, fully a
quarter of EQ players have role played pursuing romance for their characters
(25.4%) with even a few CS players (2.2%) having done so. The online gaming
norm falls in between (16.1%) with gamers finding their characters romance
half as often (8.6%).
Gamer
Archetypes
Early factor analysis and data reduction
have yielded data that suggests four distinct archetypes of online gamers,
but first, a brief explanation of how this works... Basically, factor analysis
is a mathematical process that looks for commonalties between certain respondents,
then tries to organize them into categories based on which other people
answered similarly. For instance, a car manufacturer may take 800 participants
and ask them a host of questions regarding their preferences in wheel base,
sound systems, safety, color and so on. If everyone ranks safety equally
high, or equally low, then the question of safety is not useful for differentiating
between different categories of car buyer. Perhaps, however, they will find
that those people that tend to rate large wheel base very highly compared
to others rate a good sound system as far less important that others, comparatively,
and so on. In this way, they can categorize car buyers. These categories,
"factors", or "archetypes" as we call them.
In the case of our data, the most distinct
are those we may call ‘warriors’ who prioritize weapons and technology,
combat and military themes, realism, graphics, and to a lesser degree, fast-reaction
and unpredictable play. Comparatively, they do not find interesting characters
or being made to think a lot during gameplay to be very important Second,
there are the gamers we may call ‘narrators’ who place priority on themes
and plot, characters, exploration, using their imagination and thinking
a lot, but they do not like games that are challenging and hard to master,
competition with other players or combat and military themes. The third
group could be called ‘strategists’. These gamers focus on complex strategies,
challenging gameplay and mastery, being made to think a lot, use of their
imaginations, and that gameplay be unpredictable, with everything else being
comparatively unimportant. Finally, there are the ‘interactors’ whom rate
competition and cooperation with other players above all else, while they
do not care about unpredictability or being made to use their imaginations.
You can see the data summarized below
on the "Rotated Component Matrix". Values close to zero, either
positive or negative, indicate relative indifference to that element of
gameplay, while highly positive values indicate a strong comparative regard
for that element, while a highly negative value indicates a relative dislike
for that element of gameplay.
Rotated Component Matrix
|
warriors
|
Narrators
|
strategists
|
Interactors
|
graphics
|
.636
|
.301
|
-.098
|
.117
|
realism
|
.668
|
.011
|
.147
|
.200
|
weapons &
technology
|
.829
|
.029
|
.084
|
.048
|
combat or military
themes
|
.763
|
-.087
|
-.101
|
.104
|
characters
|
-.183
|
.770
|
-.073
|
-.048
|
themes and
plot
|
.089
|
.780
|
-.012
|
-.036
|
complex strategies
|
-.016
|
.066
|
.749
|
-.044
|
fast reactions
|
.456
|
.307
|
.290
|
.289
|
imagination
|
.226
|
.584
|
.475
|
-.176
|
exploration
|
.221
|
.593
|
.058
|
.078
|
make me think
a lot
|
-.121
|
.448
|
.608
|
.042
|
unpredictable
|
.385
|
.024
|
.475
|
-.266
|
competition
with other players
|
.212
|
-.097
|
-.014
|
.882
|
cooperation
with other players
|
.166
|
.038
|
.008
|
.843
|
challenging
and hard to master
|
.039
|
-.239
|
.675
|
.165
|
Extraction Method: Principal Component
Analysis. Rotation Method: Varimax
with Kaiser Normalization.
(Rotation converged in 5 iterations.)
Without getting into too much depth
we can see a number of revealing details represented in the numbers here.
In one brief example, we see that the Interactors rate both cooperative
and competitive play foremost and equally; this does not mean that anyone
that likes competition equally likes cooperation, not at all. What this
does indicate, however, is that those who rate competition and cooperation
very highly rate other amply elements so similarly that, provided our results
are sound, they can be statistically grouped together! They put very similar
emphasis on exploration, combat and military themes and unpredictability,
and all the other elements we asked them about. For game developers this
suggests that cooperative and competitive games can be quite similar indeed.
While archetypes seem intuitive at first
glance, the significance of these findings is that they offer quantitative
support for characterizing different kinds of online gamers, into four categories
that may not have seemed the first four most intuitive breaks. It is not
the case that the taxonomy suggested here is rigid and complete in stereotyping
every player, instead, each gamer can be said to be comprised of a unique
combination of warrior, narrator, strategist, and interactor. Once established,
such a system for identifying a gamer’s personality would offer numerous
avenues for more in-depth research on the social interactions and networks
that are formed in online game spaces.
So, why four archetypes, and not three, or ten? On the
"Scree Plot" below and to the right we see 13 different factors
(or archetypes) distinguishing themselves to various degrees. We can clearly
see that while factors 5 - 13 vary in Eigenvalue, the approximate slope
of that section of the graph is nearly uniform, while the factors 1 - 4
(Warrior, Narrator, Strategist, Interactor) distinguish themselves more
clearly from each other, in respective order. Note, also, that the graph
bears some similarity to the positive portion of the ( y = 5 / x ) function.
Kaiser-Meyer-Olkin
Measure of Sampling Adequacy.
|
|
|
|
Approx. Chi-Square
|
414.211
|
|
|
df
|
105
|
|
|
Sig.
|
0.000
|
On the left we see some tests used to determine
if the factor analysis is statistically sound. A KMO Sampling test indicates
a valid analysis at greater than 0.5, as does the null-hypothesis of Bartlett’s
test of sphericity under 0.05. Also, the scree plot we looked at earlier
indicates that all factor components (the 4 archetypes) have an Eigenvalue
greater than one, as well as representing the steepest region of the slope,
which we noted before. The summary of the Varimax-rotated component matrix
indicates scores between -1 and 1 which indicate association with the values
on the left to each given component, as we also noted earlier. You may note
that the variable “fast reactions” appears with general equity across all
components. Removal of this variable from the matrix increases the apparent
differences between components, but doing so very slightly decreases the
rotated sum of squared loadings which is indicative of how much behaviour
is accounted for by the included components, i.e.: the amount of data that
is kept throughout the reduction process. We decided, in order to maintain
the integrity of the data, to leave this factor in for the time being.