There was a Games panel on Tuesday that had some interesting and solid papers. The first was a paper from the Project Massive (of projectmassive.com) researcher, regarding they motivations for game play in the context of the "gaming addiction" debate. The talk started poorly, by quoting gaming industry statistics on the demographics of game players -- "look... it's not just 15 year-old boys anymore....blah blah blah." For the record, there is NO good reason to trust these numbers, especially since the methods AND actual detailed stats are proprietary. I once tried to buy data or reports (or any information) from NPD Funworld as an academic, and they wouldn't even talk to me about the possibility for the very reason that I was an academic.
Can we please, as a Games Research community, stop regurgitating these numbers as if they are scientific fact?
Anyway -- I got sidetracked -- despite touching a nerve with me in the first few slides, this talk had a lot of interesting numbers and a rather solid experimental approach. The N in this study was VERY large (something like 500 subjects from an original sample of nearly 5000 participated in multiple waves), and the battery of survey questions given to each participant was impressive. I would LOVE to dig into this amount and quality of data -- kudos to project massive on this front.
The one caveat I'll point out was raised by a commenter during Q&A, namely that the study or followups would benefit from using more than self-report measures of amount of game play and its effect on quality of life, work, social life, etc. Surveys and/or digests from family and friends might have revealed a slightly more nuanced picture about the "appropriateness" of the amount of game playing on the subject in question.
The Life and Death of Online Gaming Communities
Bravo. This was another fascinating study of World of Warcraft players from Duchenault et al. at PARC and Stanford. I highly recommend taking at look at this paper. The approach they use if technically not all that difficult -- extending the WoW client software (which has an open API) to dump simple /who data is just elegant. I'm curious about if this type of automated data mining is actually allowed by the eula of the client API, as I know that some open client software (like Second Life's, I believe) has clauses disallowing the use of customized client software for mining of data that is considered proprietary.
My main concern with this presentation was that the authors wanted to generalize their findings about the average size and characteristics of successful (meaning long-lasting) guilds to other types of organizations. There are MANY formal factors influencing the scale of coordination in WoW that may or may not translate to different interfaces, organizations, and most importantly -- different TASKS. It is reasonable to assume that a task that does not require or favor a team/group coordination would not elicit group clustering, loyalty, etc. like an RPG game does. For comparison's-sake it would be useful to look at something like Second Life social networks in order to try and infer guild-like clustering of communication and behavior.