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Quantification of EQ Players

Nick Yee writes: "As part of a psychology thesis project, I collected data from about 4000 individual EverQuest players who together filled out about 25,000 surveys that focused on many facets of personal and social dynamics in real-time 3D immersive virtual worlds, such as: gender differences, gender-bending, addiction, friendships, romantic relationships, people who play with romantic partners and so on. Both quantitative and qualitative data were collected. "

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  1. "Industrial Relations" by autopr0n · · Score: 4, Insightful

    When you get a degree in Psychology, you most likely won't become a professor, or a shrink in some office. You'll go to work in "Industrial Relations". What's that, you ask? Its the application of Psychology to the business world.

    Knowing this stuff could make Sony a lot of money, in who they market the game, and even how they develop it.

    This game is popular because it, apparently, touches is something deep inside a lot of people. And it doesn't let go. If you know what, or why, or if you can reproduce that. You can make yourself a lot of money.

    Understanding why Everquest "works" is valuable for its insight into human nature, and it's valuable in the most literal sense of the word.

    --
    autopr0n is like, down and stuff.