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Bylimet Spiritwalker
03-23-2009, 08:02 PM
To model 'real world,' scholars try EverQuest

Partly funded by the Army, the Web-game study looks at leadership, collaboration
By Richard Chin
rchin@pioneerpress.com (rchin@pioneerpress.com?subject=TwinCities.com:%20 To%20model%20%27real%20world,%27%20scholars%20try% 20EverQuest)
Updated: 03/22/2009 11:14:24 PM CDT


There are monsters, wizards, elves and warriors in EverQuest II, an online multiplayer role-playing game.
There also is a team of economists, sociologists and computer scientists. They're watching the action in the fictional, virtual land of Norrath, hoping it will give them insights into human behavior in the real world.
The research — a multi-year, multi-million dollar project funded by the National Science Foundation and the U.S. Army — is part of the emerging field of computational social science, which, according to University of Minnesota computer science professor Jaideep Srivastava, has the potential to advance social science research in the way that gene sequencing has transformed biology.
Srivastava is part of a team of academics, including researchers from Northwestern University, the University of Illinois and the University of Southern California, who have been given access to three years of play data of EverQuest II, a Sony Online Entertainment massively multiplayer online role-playing game that attracts hundreds of thousands of players.
The play data has been anonymized — scrubbed of any real-life names of the players. And the researchers don't have access to the content of the communications between players.
But they can see when and how often players interact. And thanks to anonymous surveys of players, they know lots of their socio-demographic characteristics — sex, age, sexual orientation, psychological profiles,


body mass index. "We know lots about them, except who they are," said Dmitri Williams, an assistant professor at the Annenberg School of Communication at USC.
Players in EverQuest II create a character for themselves and interact and team up with other players as they go on quests, kill monsters and garner loot and expertise.
Sony gave the researchers access to the data because the company thinks the researchers may help it learn more about its customers and how to keep their business.
The Army is funding the research, according to the scientists, because it hopes it may provide insights on effective leadership or how successful teams are formed in a competitive environment.
"The Army is very interested in getting groups of people to work together effectively," Williams said.
And the researchers get what they believe is an unprecedented large scale data set, mapping out group dynamics involving thousands of interactions at a level of detail and accuracy that would be impossible for researchers to record in the non-digital world.
For example, studying macroeconomics in EverQuest II doesn't rely on surveys and estimates.
"Unlike the real economy, we can measure and track every single transaction to the penny in real time," said Williams. "It is a very powerful tool."
To the extent that the online world mirrors the real world, the researchers think all that game play data will give them new insights into human behavior.
And so far, the researchers have found that in many ways life in EverQuest II does work like the real world. In EverQuest II, for example, a rapid influx of money results in inflationary prices, just like in the real world.

"The real world is not just offline. The real world is both online and offline," said Nosh Contractor, a behavioral science professor at Northwestern.
Other findings about the world of EverQuest II:
Players spend an average of nearly 26 hours per week on the game. A lot of time, but still less than the average amount of time Americans watch TV. Men make up a higher percent of the players, but women are more intense players. They play more hours and are more committed to the game.
The average age of EverQuest II players is 31, compared to the U.S. median of 35.
Players have higher levels of depression but lower levels of anxiety than the U.S. population as a whole. They also are thinner than the general population.
Women are happier when they play the game with a romantic partner. Men are unhappier.
And despite the Internet's potential to link people around the world, EverQuest II players are more likely to interact with other players who live closest to them in real life, or who are at least in the same time zone, an indication that players are playing with people they already know, or with people who at least go to bed at the same time. Richard Chin can be reached at 651-228-5560.



Any comments on this? And sorry if it seems crammed; I copied rather than trying to link, due to some being unable to access the paper's links.

velvetsilence
03-24-2009, 08:32 PM
The Army is funding the research, according to the scientists, because it hopes it may provide insights on effective leadership or how successful teams are formed in a competitive environment.
"The Army is very interested in getting groups of people to work together effectively

Phat Lewts baby! tahts the key to it all :D

Bise
03-25-2009, 12:59 PM
I find it hard to believe that the males were LIGHTER than people who didn't play. I gained 10lbs over the 4 years I played.... and it wasn't muscle.

I dropped it almost immediately after I quit.

fildien
03-25-2009, 01:50 PM
EQ2 not EQ1. It's the lighter/fitter version hahaha (kidding of course).

But I do agree, there are tons of women who play EQ2 much more so than other MMOs I've played. Not sure about the seriousness of them vs. men though. I think that's pretty subjective.

Also, I think I remember participating in this survey haha.

Malse
03-25-2009, 02:40 PM
I find it hard to believe that the males were LIGHTER than people who didn't play. I gained 10lbs over the 4 years I played.... and it wasn't muscle.

I dropped it almost immediately after I quit.

You'd be depressed to learn just how pandemic obesity is. EQ2 players are probably one of more affluent than average or younger than average and thus, on average, eating better and more active otherwise than the people who watch 28 hours of TV a week on reprocessed corn diets.

Sixee
03-25-2009, 03:32 PM
I know that once I got divorced, I lost 148 lbs of unwanted fat....*rim shot*

I'm here all week! Try the veal!

fildien
03-25-2009, 04:06 PM
/chortle

Best thing that ever happened to you IMO ;)

Bise
03-26-2009, 04:30 PM
I know that once I got divorced, I lost 148 lbs of unwanted fat....*rim shot*

I'm here all week! Try the veal!


hah :)

but did you get divorced because you played EQ too much? I know if I would have kept going that would have been a real possiblity imo...

Sixee
03-27-2009, 09:02 AM
Well, it was one of the reasons she told me we got divorced.

The reality of the situation was, a younger guy started paying attention to her, and she decided to jump ship.

Funny how my MMORGP hasn't interfered with any of my other relationships, since being divorced. I think she saw a story about marriages that fail due to it, and wanted to be "trendy".

Bylimet Spiritwalker
03-27-2009, 12:11 PM
Well, it was one of the reasons she told me we got divorced.

The reality of the situation was, a younger guy started paying attention to her, and she decided to jump ship.

Funny how my MMORGP hasn't interfered with any of my other relationships, since being divorced. I think she saw a story about marriages that fail due to it, and wanted to be "trendy".

At least she did not try to get a tax write-off claiming the marriage as a charitable contribution! :rolleyes:

Sixee
03-27-2009, 12:36 PM
She didn't have to. She gets a $3000 credit on her taxes for having my son. Why risk something illegal, when you can do it legally?

Bise
03-27-2009, 02:40 PM
Well, it was one of the reasons she told me we got divorced.

The reality of the situation was, a younger guy started paying attention to her, and she decided to jump ship.

Funny how my MMORGP hasn't interfered with any of my other relationships, since being divorced. I think she saw a story about marriages that fail due to it, and wanted to be "trendy".


I am sorry to hear that (just that you had to go through it in general). I don't need to know specifics but has your online playing changed at all now vs then? I bet it has. Do you notice a difference in your attentiveness to your current signif other? Your situation could have been mine easily..

On a side note i hate drama queens and if she jumped on that.... geeez.

Maniacles
03-29-2009, 10:07 PM
Why does divorce cost so much? Because it's SO worth it!
:)
/rimshot

Sixee
03-30-2009, 09:16 AM
Bise, I defenitely don't play as much as I used to. However, I told her I would eventually lose interest in the game, and I have for the most part.

As for a S/O, when I have one in my life, they definitely have more of my focus than any game.

On a side note, I asked my son last night if he thought I had spent too much time on EQ when I was living with him. His answer? "No, dad. You were always there to help me out, or play with me when I wanted to." This coming from a 13 yr old who will spend 8 hrs on a game, if left to his own devices...LOL!

fildien
03-30-2009, 09:36 AM
Yikes! He's 13 now? eeesh, time flies.

Sixee
03-30-2009, 09:48 AM
Actually, he'll be 14 in August this year. Yeah, time does indeed fly. He loves playing WoW. I was sitting behind him yeaterday, helping him on some of his techniques for setting up his keyboard.

He'll be a gamer's son, to be sure....LOL!

Haloface
03-31-2009, 05:58 AM
'Also, I think I remember participating in this survey haha.'

- So you're the one transexual? I kid! I kid!

fildien
03-31-2009, 10:30 AM
No but I know who that is. It's Winter/Winwin. If you are bored enough http://www.eq2flames.com/unrest/9760-i-have-come.html there's pictures and all kinds of crazy crap there some where there is a photo of her/him. Sorry to disappoint, I am definitely female and have no desire to have dangly bits or my tits chopped off :D

Bise
03-31-2009, 03:04 PM
I saw a pic on page 10. I guess she went from a man to a woman....