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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. "

26 of 162 comments (clear)

  1. 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 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?

  2. 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
  3. 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.

  4. 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!

  5. 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 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.
  6. 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?
  7. 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.

  8. 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"
  9. 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.

  10. 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
  11. 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
  12. "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.

  13. 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

  14. 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.
  15. 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!
  16. 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.


  17. 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.

  18. 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

  19. 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
  20. 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