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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. "

73 of 162 comments (clear)

  1. Re:Everquest by sllort · · Score: 2, Funny

    What is up with this game anyway? Let's all cast magic missle online for $10 a month! Fantastic!

    If I understand correctly, there's far more to it than that. You can also take off all your clothes and run screaming through town in the dead of night with nothing but a lantern. Instead of being frowned upon, this kind of thing is a well accepted tradition in Britannia. Truly, it's a different world.

    --
    You're Reading Managed Agreement

  2. Yeah by Tachys · · Score: 2, Funny

    As part of a psychology thesis project

    Yeah sure we believe you.

    1. Re:Yeah by Metrollica · · Score: 2, Insightful

      "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."

      The person collected data from other people. Unless he was posing as those 4000 people and did enough playing to account for all of them then there is nothing wrong with using this as a psychology thesis.

      --



      --Metrollica
    2. Re:Yeah by sharkey · · Score: 2

      Better that than Pigman's thesis from PCU:

      "Pigman is trying to prove the Caine-Hackman theory. No matter what time it is, 24 hours a day, you can find a Michael Caine or Gene Hackman movie playing on TV!"

      --

      --
      "Outlook not so good." That magic 8-ball knows everything! I'll ask about Exchange Server next.
  3. Britannia. by autopr0n · · Score: 2

    Thats ultima online.

    Not that I don't feel, somehow "dirty" knowing that...

    --
    autopr0n is like, down and stuff.
    1. Re:Britannia. by arkanes · · Score: 2

      I understand that one of the very first people to actively - er - stimulate the online economy of UO was someone with 2 characters - one male, name "Sharky", and one female, named "Susie"....

  4. I didn't find any of this especially... by mystery_bowler · · Score: 5, Interesting

    ...surprising. Students seem to be the largest demographic, which makes sense because students (especially at the college level) tend to have more free time on their hands (assuming they are providing their classes with the average level of ignoring). Which lends itself to the lowest household income being the highest demographic, since students don't tend to have a lot of income.

    What surprises me so much about EQ (I'm a former EQ'er myself) is how much the game appeals to housewives and stay-at-home moms. My mother, who is in her 50s, has been playing for two years now and has gotten no less than two other housewives into EQ. My mother may not be a fair example, after all, this is a woman who bought a Playstation just for Final Fantasy VII, but the other housewives are prime examples of people who had never played a PC game in their lives (and few console games). Yet, something in EQ's mechanics and social structure hooks them and won't let go. I'd like to see a more in-depth analysis of that demographic, simply because I don't think anyone, including Verant, foresaw them becoming a significant portion of the crowd.

    Just as a snide/side note: When I read that a good percentage of the EQers in the survey said they play with a romantic partner, I wondered aloud how many of those EQers are playing with a romantic partner they met through the game and never in real life.

    --

    My sigs always suck.
    1. Re:I didn't find any of this especially... by Kirruth · · Score: 5, Interesting

      Well, alot of women (including myself) get into these games because the men they know in real life are playing them. Of the three women in my guild, two have husbands - you know, real ones they sleep with - who play the game.

      When I was doing alot of IRC, the stay at home moms were a big proportion of the people in the chat-room I opped. Not surprising, really: the computer provides a lifeline to adult conversation. These games provide a 3D interactive environment in which to chat and meet people - what's not to like?

      --
      "Well, put a stake in my heart and drag me into sunlight."
    2. Re:I didn't find any of this especially... by Xenographic · · Score: 4, Informative

      Better read that again. When it spoke of "romantic partners" it was talking about RL one, not fantasy ones. It's just as well, since half the female charactors are really males, though that only disturbs people a little less than 2 on a 1 to 5 scale, apparently [1 is "not bothered at all"].

      There are plenty of interesting tidbits, though. For one, females are likely to be attracted to the game by their SO. Female charactors tend to get unsolicited help a lot more, while male charactors tend to be taken more seriously [note that this refers only to the charactors, not the players--the section on "gender bending" illuminates this quite a lot, from telling us that a lot of the people play a charactor of the opposite gender because they like the looks of them, to telling us about some guys who like to play women for the deferential treatment]

      Granted, none of it is exactly earth-shattering, but it's still an interesting read if you have any interest in what motivates people.

    3. Re:I didn't find any of this especially... by Milalwi · · Score: 2

      When I read that a good percentage of the EQers in the survey said they play with a romantic partner, I wondered aloud how many of those EQers are playing with a romantic partner they met through the game and never in real life.

      My wife and I play EQ together. Our play time is quite limited since real life is alway getting in the way. :-) And no, we didn't meet in-game.

      Milalwi
    4. Re:I didn't find any of this especially... by ruszka · · Score: 2

      I had never heard of EverQuest until my new neighbour (single mother) introduced me and got me hooked on it.. I'm also a single mom. I don't play as much since I'm in college.. What you said about relationships, a lot of the relationships on EQ are roleplayed only, not taken outside of the game. It has had a big impact on some of my friends' lives though.. My other friend that lives near me is in the middle of a divorce because he couldn't get away from the game. Two other people I know that met in-game did get involved, did meet, and are now married. I've also met real-life married couples in the game that fight over who gets to play first. That could be part of the playing with romantic partners.

    5. Re:I didn't find any of this especially... by dswensen · · Score: 5, Funny
      Of the three women in my guild, two have husbands - you know, real ones they sleep with - who play the game.

      Married people, sleeping together? Okay, now who's living in a fantasy world?

    6. Re:I didn't find any of this especially... by MrResistor · · Score: 2
      She said they slept together, not that they were having sex.

      --
      Under capitalism man exploits man. Under communism it's the other way around.
    7. Re:I didn't find any of this especially... by dswensen · · Score: 2

      Judging from the number of married people I know whose spouses spend lots of post-argument time "on the couch," I'm not sure the distinction changes much.

  5. EverCrack by Ccochese · · Score: 3, Insightful

    I'll admit it, I was addicted for about 6 months, and I quit after I realized that there was no possible way I could learn anything of any value by playing it any more. Well, I guess there is one thing you can learn, and that's that if you put enough hard work into something, it can pay off, but I realized that getting phat lewtz and my epic weapon and lvl 60 and all that didn't amount to jack in the real world, so it was time to stop. But MAN is it addictive..

    --
    --w00t
    1. Re:EverCrack by seanadams.com · · Score: 2

      I realized that getting phat lewtz and my epic weapon and lvl 60 and all that didn't amount to jack in the real world, so it was time to stop.

      Heh. When I realized that busting my ass for a PHB in the real world to make the payments on my new Mercedes didn't amount to jack, I decided it was time to stop.

      I took up OSS development instead, and I find it much more rewarding. To each his own. :)

    2. Re:Evercrack by statusbar · · Score: 2

      I know some people who's marriages were stressed 'because' of everquest. Of course, these marriages were doomed to start with - But in this respect Evercrack is better than real crack, because evercrack doesn't directly make you sick and chemically addicted.

      So maybe evercrack is a good thing to have around... some people have addictive personalities, some addictions are better than others..

      --Jeff

      --
      ipv6 is my vpn
    3. Re:Evercrack by arkanes · · Score: 2

      I know more than a few RL relationships that ended up being ruined over people they met online (MUD, not EQ, but same thing really). Of course, I also know more than a few people who met that way and have wonderful, loving relationships to this day.

    4. Re:Evercrack by statusbar · · Score: 2

      I think that any marriage 'ruined' by everquest was already headed for divorce even without everquest.

      --Jeff

      --
      ipv6 is my vpn
  6. Evercrack by autopr0n · · Score: 2, Funny

    It's sad to see, EverCrack, just like real crack hits the lower classes the hardest. for shame.

    Btw, did any one else notice that most female everquest players seem to be married and almost/ greater then 30?

    --
    autopr0n is like, down and stuff.
  7. Playing with a romantic partner by Xerion · · Score: 2, Funny

    Wow, I'm a bit surprised about the data on playing EQ with a romantic partner. Then again, I wonder how romantically involved can you be with your partner, if he/she rather talk to you in EQ than to see you in real life.

    1. Re:Playing with a romantic partner by MrResistor · · Score: 2
      It doesn't surprise me at all, not that I'm that fortunate. My friends wife is a total gaming geek. StarCraft, Diablo, UT (which she's especially good at), even "table-top" RPGs (they're going to DunDraCon for their romantic Valentines weekend). Lucky bastard.

      What is interesting, though, is how the "DM's Girlfriend" dynamic changes when she becomes the DM's wife. He never really fell into that trap, though not for lack of trying on her part. He used to say "Crap, I'm in the dog house again. Oh well.", but now he just laughs. It's funny how your perspective changes when breaking up involves lawyers.

      My wife is a bit more typical. Wearing the Chicks Dig Unix shirt I got her is about as close as she gets to any of my geekly habits. She is OS agnostic, though, which is handy since we only have one computer. As long as she can check her email, she's happy.

      I think she would really like Counter-Strike, but she refuses to try it.

      --
      Under capitalism man exploits man. Under communism it's the other way around.
  8. hmm by nomadic · · Score: 2

    Now that really puts the abnormal back in abnormal psychology...

    1. Re:hmm by reo_kingu · · Score: 2, Insightful

      I'm a psychology/computer science major, and after reading all of these posts I really want to write a lot about why the trend of so many people using forums like everquest, AOL chat rooms, etc to find mates is NOT HEALTHY. But then I realize that that would be pointless, everyone KNOWS why, even the people that do it.

      I'm speaking from experience, a few years ago I dated and then moved in with a girl I met online. Of course we both had the same social problems that led us to need that avenue to meet in the first place, and it didn't work out in the long run.
      Put simply, people who go looking for a girlfriend or boyfriend online need to address their need for distance and safety from rejection and face it, not use it to pick up someone only to realize later that you don't love Fred from Alabama, you love Thangor the lvl 62 Paladin with his shiny plate mail :)

      you know what I mean.

  9. NeverSleep ... by cybermage · · Score: 4, Interesting

    is what some friends and I called the game when played by co-workers and friends.

    The one consistent theme in all of them was being red-eyed and having no free time.

    On the other hand, one met her husband through the game, so I guess it can't be all bad.

  10. Let's see the same... by tapin · · Score: 2, Interesting
    ...wrt the "relationships" page with The Sims. My wife has a veritable zoo of character's she's created, and constantly has romances going between any and every member, especially since I got her "Hot Date" for her birthday.

    Something tells me the "roleplayed a romance with characters of both genders" stat would be quite a bit higher.

  11. Argh! by Nickovsky · · Score: 4, Funny

    So is he saying, that hot elf chick that I adventure with really isnt a chick!? No!!!! Say it isnt so!

    1. Re:Argh! by landley · · Score: 2

      She probably isn't an elf, either...

  12. Addictiveness of videogames by autopr0n · · Score: 5, Interesting

    You know what's interesting about this, is how 'addictive' these games are. A lot of people playing them seem to joke about it, and those who no longer do say they've 'quit' the same way a smoker would. A poster here a while ago mentioned 'nerfing' the game - making advancement based on repetitive tasks rather then pure skill - and how doing so makes the game more addictive.

    Now, I'm sure ever quest was designed the way it was to be fun, not purely addictive, but suppose a game truly were? It might be an interesting thing to do, design a game purely for its addictive qualities, maybe a little immoral though :P.

    I also wonder if perhaps as interactive entertainment becomes more pervasive if we aren't going to see something truly addictive... so much so that it could ruin someone's life (not that EQ hasn't. There are a couple instances of marriages being ruined by the game/ jobs lost, etc). Would the government step in and regulate the games industry? Should it?

    Personally, I'm against the 'war on drugs', but I don't think a totally unregulated drug market would be a good thing either. Are non-chemical psychological 'drugs' really that different?

    --
    autopr0n is like, down and stuff.
    1. Re:Addictiveness of videogames by smallpaul · · Score: 2

      Personally, I'm against the 'war on drugs', but I don't think a totally unregulated drug market would be a good thing either. Are non-chemical psychological 'drugs' really that different?

      A better analogy would be gambling. EverQuest is a game like Poker. People love it for the adrenalin high that they get. I doubt it would ever be regulated. Remember the furor about Dungeons and Dragons? That was never regulated. Gambling is regulated because it is really easy to gamble away your life savings. Gaming away your time is considered your own problem, not the governments! They are probably happy to have you wasting your time in front of the computer instead of participating in democracy.

    2. Re:Addictiveness of videogames by Rogerborg · · Score: 5, Interesting
      • Personally, I'm against the 'war on drugs', but I don't think a totally unregulated drug market would be a good thing either. Are non-chemical psychological 'drugs' really that different?

      Different from some chemical drugs, but not the ones you might think.

      Alcohol, nicotene and caffiene are all highly toxic and physiologically addicting. When you come off them, you suffer physical (not just psychological) effects. That's what makes them so hard to kick.

      Cocaine on the other hand, is not physiologically addicting. You'll miss and crave the hit it gives you, but you have to go through the sweats and shakes. You might start using it again, you might even take to crime to do it, but you'll do it through conscious choice.

      In that respect, EverQuest's nickname of EverCrack is quite appropriate. You'll miss playing it. You'll miss the good feelings and memories that you associate with playing it. But you should be able to come off it quickly, and with no harmful effects in the short or long term, if you want to.

      Incidentally, if this sounds like I'm advocating cocaine over alcohol, nicotene or caffiene, I am. Ask a casualty doctor about alcohol, or a ward doctor about nicotene. Caffiene in the same quantities as cocaine will kill you stone dead. We only tend to think of it as harmless because we take it in small and well controlled amounts, and it's cheap and uncut with random crap.

      In fact, it's binge abuse of any drug that damages you (physically and socially) and over use of an expensive drug (note: the illegality causes the cost) that damages society through crime. There's a similar argument to be made for game playing. Small and regular never hurt anybody. It's when you play for hours or days, igoring friends and family (and perhaps work) and your health, that it becomes a problem. Unfortunately, immersive and flat fee games like EverQuest are exactly the sort of games that can facilitate this damage.

      Note: facilitate. I'd no more try to ban something like EverQuest than I would cocaine. The problem is the people with addictive personalities, not in the addicting substance. However, I would (given World Dictator powers) try and encourage light use. Bells and reminders, a need for characters to sleep in real time, perhaps (maybe, possible) even an enforced daily, weekly or monthly time limit, although that would be a last resort and probably counterproductive.

      --
      If you were blocking sigs, you wouldn't have to read this.
    3. Re:Addictiveness of videogames by ShortedOut · · Score: 2

      I agree that there needs to be a study on this sort of thing. I have a couple of friends that had their lives absolutely RUINED by Ultima Online. (In other words, they couldn't quit playing, the line between fantasy and reality was blurred, etc... They quit school, lost their jobs, and I even know of one extra-marital relationship that was caused from playing in game!!!)

      That being said, you have to suspect something about a game that focuses on time and investment to raise stat/skill gains over time, and the requirement that you must have high skills to accomplish "great" things in the game. What we have to realize, is that our time given to them is not free. These companies make money per month. The longer they can keep you hooked, the longer that you will pay their subscription fee. I find that people with addictive personalities are particularly vulnerable to this type of game, as it requires a large time investment to make your character "good", whereas games like Half-life and Quake, your base skill is what makes you "good", as everyone else's character is created equal according to the code.
      Like everything else in this world, the MMORPG market is a racket, whose primary goal is to keep the subscription base up. The way to do that is to manipulate the game engine to where no on can really be too successful without a lot of time spent doing repetitive tasks, and "playing". I enjoy MMORPG's but most of the time I'm not playing, I'm working for that company, and they're getting paid.

  13. Awww c'mon, incomplete survey! by Zico · · Score: 4, Funny

    I'll buy you a nice big Japanese beer if you go back and redo the survey, this time including the questions you somehow left out:

    • How much do you weigh?
    • What r u wearing?
  14. Probably actualy a chick, but. by autopr0n · · Score: 2

    Actualy, I think you'd have a higher chance of having the chick actualy be a chick then a guy pretending to be a chick. Based on the numbers presented.

    On the other hand, she probably wouldn't be hot. And certanly not an elf :P

    --
    autopr0n is like, down and stuff.
  15. oh geez.... by vex24 · · Score: 5, Funny

    ...and I thought playing EQ was a waste of time! ;)

    --

    People shape laws. Not the other way around.

  16. Well. by autopr0n · · Score: 2

    There's still a diffrence between coding OSS, or a job or a girlfriend or whatever and sitting around playing EQ (or in my case posting crap on /.)...

    --
    autopr0n is like, down and stuff.
    1. Re:Well. by seanadams.com · · Score: 2

      I've never played EQ. I'm just saying that from his description, I think I get the general idea, having worked hard for equally unfulfilling goals.

      gf is a different story - she's well worth the effort. ;)

    2. Re:Well. by Lonath · · Score: 2

      Unless you're like me and you code OSS...but you code MUDs. :P

  17. evercrack by blowhole · · Score: 3, Funny

    I played for about a month until I realized that the game just wasn't fun enough to justify playing a game in a horrendously ancient outdated 3d engine. And riding around in those slow slow slow boats is teh suck!

    I actually never tried playing as a female character for some reason. I think I would have if the female character models were done better. I played the Rogue character in Diablo 1 just because of the "zoom" key!

    --
    "Ask me about Loom"
  18. Shame on who? by dstone · · Score: 2

    EverCrack, just like real crack hits the lower classes the hardest. for shame.

    Who are you implying should feel shame? When a developer creates an amazing, epic game that gets consumed by people with low incomes (among many others), should the developer feel shame?

    I don't think so. Unless the developer targeted that specific income group or a weakness of people with low incomes. eg. false hope of getting out of their situation, like lottery tickets supposedly do. I don't think EQ or any game really claims to offer hope or an improved lifestyle though.

  19. favorite versus chosen by greylouser · · Score: 3, Insightful
    Interesting to note the distinction between the reported favorite races (listed here highest to lowest):

    Wood Elf, Human, Dark Elf, High Elf

    and the races that most people would rather be:

    Wood Elf, High Elf, Human, Dark Elf

    A similar distinction results from looking at the class data: Warrior is listed as the second-favorite class, but ranks a distant sixth in the list of classes people would like to be, were Norath real.

    This implies that people would rather be a class or race that isn't their favorite.

    In fact, this may raise questions about the validity of these questions as measures of underlying preferences, although I don't know to what standard they should be compared.

    1. Re:favorite versus chosen by _ph1ux_ · · Score: 2

      I dont agree - this does not necessarily mean that people would want to be a class or race they didnt like - it means that if norrath were real - people would most likely choose that which is farthest from our earth based reality.

      Being a warrior is a good class to be in the game as it allows you to be tough and fight things without dying as much (hopefully) - but given the choice almost anyone would opt to havethe ability to cast spells - and have inherent racial advantages over what we are used to in the human form.

      it doesnt mean that they questions or answers are any less valid - it simply means that based on the change of factors of "being there" people have a virtual preference, and a "physical/mental/desire" preference.
      .

  20. Game Addiction by byronbussey · · Score: 3, Interesting

    I find this study very interesting. I see parallels with myself when I was playing a game an average of 3 hours a day (6 on the weekends) called Action Supercross. It is a stupidly simple game where you drive a 2d motocycle through a level and try to get the best time, that's it. Of course there is a world record list where people from all over the world try and get the best times. On top of this, there is another goal to add up all your best times from all the levels for your Total Time. Spending 5 hours shaving 20 seconds, or even less for the top players (1-5 seconds), of your total is totally normal. I was so into this game that when I had a History paper to write I would let my self have "one life" for every 100 words I wrote!!!

    This game has since evolved into Elastomaniathe site of all sites is here. For some reason it is dominated by Scandinavians; I think they invented rally racing so it makes sense I guess.

    It looks stupid I know, just download one of the track replays for the demo version and see if you can come even close to the top times. Some people have been playing since 1998

    --



    The surest way to make a monkey of a man is to quote him. --Robert Benchley
  21. Fun use of Psychology! by roffe · · Score: 3, Insightful

    in particular I appreciate their using a modern personality test (the NEO-PI) rather than the ubiquitous but outdated (in my opinion at least) MBTI or 16PF.

    I would like to take this opportunity to comment on one statement:

    Almost everyone who has taken an introductory psychology course in high school or college has heard of B.F. Skinner. Skinner is an important figure in Behaviorism, and developed a learning theory known as Operant Conditioning. Skinner claimed that the frequency of a given behavior is directly linked to whether it is rewarded or punished. If a behavior is rewarded, it is more likely to be repeated. If it is punished, it becomes suppressed.

    You will find this repeated in any one given introductory pscyhology text, but this is wrong all the same. Skinner would never have said this. The point is that Skinner defines his procedures functionally. That is to say that he would state that if a behavior's strength or frequency increases after the presentation of a stimulus, then that stimulus can be said to be a reinforcer for that behavior. In common language, a reward is anything that is considered pleasant, but many behaviors can be "rewarded" in thiss sense until you are blue in the face with no apparent effect on the behavior. Within Skinners parlance, a stimulus is a reinforcer only if it works.

    In practice, behaviors tend to get repeated also in this cases where they are punished (this is one of the reasons why prison doesn't make people law-abiding). Behavior analysts, when doing behavior modification, tend to reward behaviors that they wish to strengthen, and ignore (in technical terms, extinguish) behaviors that they want to go away. In preparation for a behavior modification, the client needs to be examined to find suitable reinforcers, precicely because people differ and one person's reward can be another person's punishment.

    --
    -- Rolf Lindgren, cand.psychol
  22. slashdot representing by Herr_Nightingale · · Score: 2, Funny

    They don't come right out and say it, so this summary might save some of y'all a few minutes:

    "Slashdotting geeks, and lots of old women are well represented in the cross-section of EQ players sampled. We were constantly amazed at how often spontaneous /. references popped out while surveying this motley crowd."

    There. Now go back to work.

  23. "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.
    1. Re:"Industrial Relations" by Wire+Tap · · Score: 3, Interesting

      I'd say this is more Sociology than Psychology, although I always find the two blending together (despite what my teacher tells me) when the Micro world of Sociology is in question. However, yes, I agree with what you said, Autopr0n Man, this stuff would be of great help to Verant for product marketing.

      As for: 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.

      I know what that something is - escapism. Pure and simple. I've played Ultima Online, EverQuest, Asheron's Call, Dark Age of Camelot, and many more... and I will continue to try out almost all the new MMORPGs as they come out (Horizon's looks fantastic), but, I know why I play: to escape into a world where things are just a little different - sometimes even better. I admit that I was fully and completely addicted to Ultima Online for two years of my life. I scheduled my time around parts of the day with the least lag (this was back in 1998-2000 when I didn't have a cable modem), and I would choose my sleep schedule accordingly. It affected my grades in 9th and 10th grade, and then, I quit. I knew it was too much for me. I played EverQuest fairly heavily during 10th grade, also, as I was one of the first round beta testers (woo!), but I did something different: I wrote a strategy guide and sold it on eBay. "The EverQuest Platinum Plan." I made something like 20k in a matter of two months. It was astonishing. But, as summer drew to a close, I knew I had to quit all my online gaming, and get serious about 11th grade.

      HA! I bought Asheron's Call, and played that during most of 11th grade. I wrote another strategy guide for it, and made a few hundred dollars. I didn't play AC as much as UO or EQ, though, so my grades did not suffer because of it. In fact, I got As all through 11th grade. It was all about moderation.

      And now, soon to be a college sophomore, triple (maybe quadruple) major student in some pretty heavy sciences, I'm still waiting on the edge of my seat for the next MMORPG to come sweep me away to Never Never Land. I love the sweet taste of escape on my lips every now and again.

      --

      Man is born free; and everywhere he is in chains.

    2. Re:"Industrial Relations" by Wire+Tap · · Score: 2

      Errr.... where I am going to college today, and where I will be in a few weeks is a different story. :) If you really want to know, for some odd reason - email me, and I'll be glad to tell you all about my college and SAT background.

      Just out of curiosity - why?

      Hope to hear back from you.

      --

      Man is born free; and everywhere he is in chains.

  24. A more interesting study.... by Anonymous Coward · · Score: 3, Interesting

    Would be how EverQuest and its addiction affects the "real" lives of those who play it. How many students have failed classes, lost scholerships, been pulled home by their parents all due to excessive power-leveling? And married couples...a lot of us at work joke that we no longer play EQ at the insistence of our wives. I've even heard of "the better half" laying down the law, saying "quit EQ or I'll leave you."

    The social benefits seemed to always be praised with computer games like this, but I for one would like to know how many are truly negatively impacted by this and other MMORPG games.

    greg

  25. Reminds me of a Psych test.. by rufusdufus · · Score: 2, Insightful

    EQ reminds me of a psych test a friend of mine made in college. It was a video game similar to space invaders where he wanted to see how people adapt and optimize thier strategy. In his game, the optimal strategy was to sit in the left corner and only shoot at a special ship that came by periodically (just hold the fire button down), and ignore all everything else. There was a contest with a money prize after a couple of weeks for high score. Not one player in his test found the strategy; they all got confused and ran amok shooting worthless stuff. Sort of like the computer in "War Games" only the real humans never figured it out.

    Everquest is a totally mindless game. Like the game of LIFE, it has zero strategy or tactics. If you think it does, remember the psych test.

  26. Why exactly? by autopr0n · · Score: 3, Insightful

    How is meeting a girl online any different then meeting a girl in real life? Certainly meeting a chick via an online dating site or AIM or something isn't any different then meeting a chick in a singles bar. How could it be? I'm speaking from experience, a few years ago I dated and then moved in with a girl I met online. Of course we both had the same social problems that led us to need that avenue to meet in the first place, and it didn't work out in the long run.

    If you're really a psych major, you should know better then to draw inferences from single data points. There could be a lot of factors that caused you to break up, aside from the fact that you were both nerds. Hell, most relationships don't last in the long run; you're likely to go through a couple of SOs/relationships in your life before you find the "right one" (if you ever do). And of course distance can be a problem, but some people, I guess, desperate or romantic enough to move for someone they haven't spent much time with. And it can work out. Personally, I've met a pretty cute, and definitely cool chick over the net. We seem to have great chemistry and are interested in each other (and she's Asian!). But unfortunately she lives in Canada... And again, I'm not one who would uproot my life for a chick, and nether is she. Unless something catastrophic happens we probably won't be anything other then friends (keeping my fingers crossed for benefits :P)

    But say you can meet someone from nearby. What, exactly, is wrong with that? Maybe it would be better if a person wasn't as shy (or in my case lazy), but if they can hookup despite, why is it really such a huge issue? Who knows, maybe they go to an engineering school without a lot of chicks.

    As far meeting people in online games like EQ, well, if you are doing that you probably have a problem, not the least of which is a distorted sense of reality (looking for chicks in a game where 70% of the populous is male and 80% of the chicks are in relationships?). But if you incidentally meet a girl who shares your interest in the game, and reflects your interest in her, well, how is that unhealthy? I mean, maybe they shouldn't be spending so much time staring at a computer monitor... but they are, they both are. And what could be better then finding someone who shares your passions? And how would it be different then meeting a chick in a collage class or a gym or something?

    Maybe you had a bad experience, but any reall social scientist (or any scientist for that matter) would tell you that one data point does not give you the write to castigate a huge set of people as being 'unhealthy'.

    I mean, what really is so bad about using the internet to find love or get laid

    --
    autopr0n is like, down and stuff.
    1. Re:Why exactly? by Zathrus · · Score: 2

      As far meeting people in online games like EQ, well, if you are doing that you probably have a problem, not the least of which is a distorted sense of reality (looking for chicks in a game where 70% of the populous is male and 80% of the chicks are in relationships?).

      Well, I met my fiancee in EQ, and we're getting married in just over a month.

      For the record, however, neither of us was "looking" for someone else in the game (we were both doing the dating thing outside the game of course). And we've both said that we never thought we'd be those dweebs that meet someone else in game and fall in love and whatever. But hey, here we are. She lived 800 miles away from me at the time, so we started off just talking to each other in game. Then we used Gamevoice to talk to each other at night while playing, roughly 6-8 hours a night, every night (yes, we were serious EQ addicts and are in the uber guild on our server). Things progressed over a few months, and we met each other in real life, and eventually things worked out well enough that she was able to relocate to the same city I live in.

      This is two people in their late-20s too, both college graduates in the technical field. We're not a couple of stupid school kids, and we took things slowly and carefully. And thus far it's working out. A couple of our best friends met each other on a MUD many years ago and got married. About a month ago they celebrated their 6th wedding anniversary. And yes, these are friends in real life who I knew from work.

      We don't play that much now - on rare occasions we spend 2 or 3 nights a week playing now - but we do still play and enjoy playing together.

      The internet is just another place to meet people, no different from bars, nightclubs, sport and social clubs, or anything else. Generally to meet someone it means you have to be yourself, you have to be careful, and you have to not be desperately seeking someone. Ignoring the first means you'll never find someone you fit with. Ignoring the second means you'll just hurt yourself. Ignoring the third means you'll never actually meet someone as they avoid the "needy" aura eminating from you.

  27. Not EQ, but a precursor... by Iffy+Bonzoolie · · Score: 5, Interesting
    Just as a snide/side note: When I read that a good percentage of the EQers in the survey said they play with a romantic partner, I wondered aloud how many of those EQers are playing with a romantic partner they met through the game and never in real life.

    Just to flag myself as lame: I met my first girlfriend on a MUD. Actually, I met her while hanging out in real life with other people that I met through the MUD... but whatever... once I had a girlfriend, I stopped playing the MUD. I used to spend hours and hours (and hours) on that MUD, but during the time I was dating her, I quitmud, and never went back to any MMORPG (4 years so far), even after we broke up.

    I guess my point is that I used MUD as a substitute for real-life interaction. When I finally had the opportunity to be with other people IRL, MUD didn't interest me in any way, and, in general, I was much happier.

    On the other hand, it's not like I would be out clubbing at night without MUD... it was at least some sort of social interaction, one I was actually comfortable with, and one I wouldn't have got otherwise.

    Anyway, your last comment reminded me of them old days.

    -If
    --
    Run a pencil-and-paper RPG campaign with your far-off friends: Gametable!
    1. Re:Not EQ, but a precursor... by sammy+baby · · Score: 2

      Just as a counterexample: I met a girl (not my first girlfriend) on a MUSH back in '93. We met "in the flesh" in '94. In '97, we were married, and we'll celebrate our 5 year anniversary in August.

      Oh: and we both play regularly on Dragonsfire MOO.

  28. UO once had one by Perianwyr+Stormcrow · · Score: 2

    it was the pet project of Rick Delashmit, one of the original coders- but he left Origin, and the client languished. Regrettably, it doesn't work anymore....

    UO does run under Wine, but kind of crappily, and it emphatically does NOT do UOAssist, which is half the fun.

    --

    What we call folk wisdom is often no more than a kind of expedient stupidity.-Edward Abbey

  29. How about running this study on non-pay games? by Patrick+May · · Score: 3, Interesting


    There are a large number of online, multiplayer roleplaying games, similar in theme if not in style to EverQuest, that are free (as in beer) to their players. My personal favorite, Ancient Anguish, is one of the largest and has been running continuously for ten years.



    The most compelling aspect of these games is not the gameplay, for most players, but the social interactions. I know of several married couples who met on the MUD. Quite possibly the social aspects are enhanced by the lack of fees. It would be interesting to see a similar study done on some of the free MUDs.


  30. Mod this ++, Insightful by seanadams.com · · Score: 2, Offtopic

    As a youngster, I broke the law solely for the thrill of being punished (or more often, cunningly escaping punishment).

    It's a frequently overlooked aspect of human psychology. We're not lab rats. Many of us rebel just for the pleasure of doing so - it's not as simple as dangling a carrot to make us behave.

  31. OH MY GOD! by autopr0n · · Score: 2

    I just downloaded that. Holly shit it kicks ass :P

    It would be nice if it had more fine graned controll, though.

    --
    autopr0n is like, down and stuff.
  32. Looking at the numbers by BelDion · · Score: 5, Funny

    Though I`m not a whiz at math or statistics, my rudamentry understanding of both leads me to two conclusions:

    1) There's only a 16% chance that HotBabe13 is female.

    2) There's only a 13.5% chance that if she is a she, she is single and not dating..

    So, for anybody I meet, I have about a 2% chance that they a single female. Leaving out other variables, I like those odds! :)

    --

    I am BelDion's .Sig; Who the hell is Jack?
    1. Re:Looking at the numbers by DoasFu · · Score: 3, Funny

      If their name is HotBabe13, the odds are probably a lot slimmer than that.

  33. Making an addictive game by TonyZahn · · Score: 2, Interesting

    There's an article on GamaSutra (free registration required) about how to design a game to maximize it's addictiveness. It's not phrased that way of course, but I'd be willing to bet if you made a comparison between the article and EverQuest, you'd have a perfect correlation. I know I discovered that when I compared Diablo 2.

    Theoretically you could make a video game as mentally addictive as any drug (and maybe Verant already has?), all you need to do is research the psychology.

    Remember, Louis Woo was the only man to ever quit the wire...

    --
    - sig? who is this sig of which you speak?
  34. Journal of Virtual Environments by alansz · · Score: 2, Informative

    An online publication venue for this kind of work (and a place to go to read other related work) is the Journal of Virtual Environments (formerly Journal of Mud Research).

  35. Interpersonal Drama in EQ are Found in Soaps! by EXTomar · · Score: 2

    Guild MeanPeople are always trying to put down Guild GoodPeople. They are always sneaking about trying to make GoodPeople miserable while GoodPeople are constantly trying to succeed no matter what. Wait a minute, why were GoodCleric hanging out with a bunch of MeanPeople group? We know they are short of knowledge able Clerics and are agressively recruiting. Are they trying to sway them with good gear and big items?

    This stuff happens all of the time in EQ. The social interaction is quiet deep. Rivalries, "debts", and sneaking can and do happen. Why wouldn't homemakers eat this kind of drama up?!

  36. Star Wars Galaxies by jafuser · · Score: 2

    If you think EQ is fun/addictivie, prepare to drool: http://starwarsgalaxies.station.sony.com/

    --
    Please consider making an automatic monthly recurring donation to the EFF
  37. I played with my girlfriend by Om242 · · Score: 4, Funny

    I actually bought the game for my girlfriend and I when we first started dating. Me, having experience with MUDs from way back in 91, knew that this had the possibility to really get a hobby that we could do together, and also to see if she even liked this sort of fantasy stuff (which I do).

    However, the point where I knew things were going downhill was when we were sitting next to each other playing the game, and after winning the lotto on a new sword I see on my screen amongst a slew of other tells:

    "Yiliae tells you, 'Gratz on getting that sword!'

    I turn slowly to my girlfriend sitting next to me and say, 'Why did you just type that to me?'

    ++Om

  38. Findings Summary: by jeffehobbs · · Score: 2, Funny

    55% - Geeks.
    45% - Dorks.

    ~jeff

  39. Re:Survey says! by praedor · · Score: 2

    As for your sig...thank GOD sex isn't licensed to M$ or Gates would get to DO you anytime, anywhere.

    --
    In Bushworld, they struggle to keep church and state separate in Iraq as they increasingly merge the two in America.
  40. Suggested reading materials by LinuxHam · · Score: 3, Informative

    Life on the Screen: Identity in the Age of the Internet by Dr. Sherry Turkle.

    Great book. Provides excellent insight into the psychology of RPG gamers.

    --
    Intelligent Life on Earth
  41. Analysis Bias by shreak · · Score: 3, Insightful
    I found the analysis on the "Play-Nice Rule" statistic interesting:
    The majority (67.7%, N=1702) of players feel that the Play-Nice Rules either made no difference or actually made things worse.
    The spread was:
    12.5 % - Made Worse
    55.5 % - No Change
    31.4 % - Made Better

    So a significant majority (86.9%) thought that the Play-Nice rules made things as good or better than before. I wonder what the opinion of the analyzer was ;-) It also makes me wonder if any bias was introduced into the methodology.

    =Shreak
  42. Another EQ study by mbrubeck · · Score: 2

    Another academic study of EverQuest, from a different angle: Cal State Fullerton business professor Edward Castranova did an economic survey of Norrath, which he plans to publish in an economics journal.

  43. The funniest thing about this by Sheepdot · · Score: 2

    The most entertaining part about this whole report is that if you look at the male female comparisions, the answers are almost exactly the same.

    The report is basically useless and doesn't tell us anything new. But this guy is going to go on to his thesis review, where they'll tell him that it is interesting but he needs to redo it. And they'll say that for about eight reviews till they decide to let it go.

  44. Caffeine lethality by hey! · · Score: 2

    Incidentally, if this sounds like I'm advocating cocaine over alcohol, nicotene or caffiene, I am. Ask a casualty doctor about alcohol, or a ward doctor about nicotene. Caffiene in the same quantities as cocaine will kill you stone dead. We only tend to think of it as harmless because we take it in small and well controlled amounts, and it's cheap and uncut with random crap.

    I'll have to stop smoking those caffeine rocks.

    Seriously, it's silly to say that "Caffiene in the same quantities as cocaine will kill you stone dead" because even the most addicted people self regulate their intake far below lethal levels of toxicity. Caffeine, even in refined over the counter preparations, simply is not very dangerous, except in the possible cases like accidental poisioning of a child. As far as the typical "caffeine addict" is concerned, it is just as unlikely that you can kill yourself with natural, unrefined sources of caffeine as you could, say, chewing coca leaves, a common and benign Andean practice.

    Honore de Balzac, the French novelist, reportedly drank over a hundred cups of coffee a day. His habit was so severe he suffered withdrawal symptoms during the time he waited for his coffee to brew: "even though you make it of the finest ingredients and take it perfectly fresh, you will fall into horrible sweats, suffer feebleness of the nerves, and undergo episodes of severe drowsiness." Eventually he took to eating coffee grounds directly. If anyone should die of acute caffeine poisoning, it should have been him, but he continued on this way for years.

    Eventually, Balzac did die of heart disease at the age of 51, not acute caffeine poisioning. Some have suggested caffeine was implicated in his early demise, but his physician maintained his heart disease was cogenital. In any case dying of a coronary at 51 is not unheard of even today, and not an unusually short lifespan for 1850.

    There is an impressive roster of caffeine addicts: William Harvey (the discoverer of blood circulation), the composers J.S. Bach, Beethoven, and Rossini, and of course Balzac. This would be an impressive testament to caffeines powers, except that caffeine addiction is so common that virtually any large group, accomplished or not, is bound to have people notable for their caffeine excesses. And while there must be billions of caffeine addicts in the world, acute caffeine poisioning is virtually unheard of, though theoretically possible. This would make caffeine among the safer group, not of drugs but food additives. Certainly more safe than Asprartame (nutrasweet) which can kill people with phenylketonuria (PKU), and cause epileptic-like siezures in normal people.

    --
    Post may contain irony: discontinue use if experiencing mood swings, nausea or elevated blood pressure.
  45. favorite quote... by Magius_AR · · Score: 2, Funny
    Heh, this is my favorite quote from the article under "Gender-bending" in respects to men hitting on men playing female characters:

    No, I know most males think with their gonads, and act accordingly. They live up to my low expectations. [m, 25]

    Magius_AR