|
Do you usually invite others, or
are you usually invited?
How often are you the leader of the group?
How often are you grouped with people you've grouped
with before?
How goal-oriented is your EQ play?
Exploring Biases in Assistance
About half (56%, N=1232) of EQ players claim that
they invite others and are invited into groups just as often. About
one-third (34%, N=1232) of players feel that they seldom initiate
groups and are usually invited into groups. There is no significant
gender difference in initiating or joining groups.
EQ players who usually invite others into groups are significantly
younger (F[2,1198]=8.99, p<.001) than EQ players who are usually
invited into groups (Tukey HSD, Minvite=23.3, Minvited=26.7, p<.001),
and those who do both about the same (Tukey HSD, Minvite=23.3, Mboth=25.3,
p=.04).
Players who usually invite others into
groups score significantly higher on Extraversion then those players
who are usually invited into groups (T[516]=-4.53, Minvited(409)=13.9,
Minvite(109)=15.9, p<.001).
About two-thirds (63%, N=1236) of EQ players are
sometimes leaders of groups. 16.5% of players claim that they are
usually the leaders of groups, while 20.2% feel that they almost
never are leaders. Male and female players do not differ significantly
in how often they lead a group.
EQ players who are usually leaders are significantly
younger (F[2,1202]=13.7, p<.001) than players who are sometimes
leaders (Tukey HSD, Musually=22.9, Msometimes=26.1, p<.001),
and those that are seldom leaders (Tukey HSD, Musually=22.9, Mnever=26.3,
p<.001).
Players who are usually leaders in groups score
significantly higher in Extraversion (T[426]=-9.34, Malways(189)-16.6,
Mseldom(239)=13.1, p<.001) and Conscientiousness (T[426]=-2.18,
Malways(189)=15.4, Mseldom(239)=14.7, p=.03), and lower in Neuroticism
(T[426]=2.65, Malways(189)=13.4, Mseldom(239)=14.4, p=.008) than
those players who are seldom leaders in groups.
About half (52.9%, N=1237) of EQ players sometimes
group with people they're grouped with before. 37% of players almost
always group with people they've grouped with before, while 9.8%
seldom do so. Female players are significantly more likely than
male players to always group with people who they've grouped with
before (%male(1022)=34.7, %female(189)=50.3, p<.001).
EQ players who always group with people
they've grouped with before are significantly older (F[2,1203]=6.87,
p=.001) than players who sometimes do so (Tukey HSD, Malways=26.7,
Msometimes=25.0, p=.001), and those who seldom do so (Tukey HSD,
Malways=26.7, Mseldom=24.8, p=.05).
Players who almost always group with
other players they've grouped with before score significantly higher
on Conscientiousness (T[564]=2.73, Malways(444)=15.4, Mseldom(122)=14.5,
p=.007) than those players who usually group with players they've
never grouped with before.
About half of EQ players (49.4%, N=1234) sometimes
have goals in mind when playing EQ. 27.6% usually have goals in
mind when they log on, while 22.5% do whatever comes up when they
play EQ. Male players are significantly more likely than female
players to have a goal in mind when playing the game (%male(1021)=28.9,
Mfemale(187)=19.3, p=.006).
Players who are usually goal-oriented
in EQ score higher on Conscientiousness (T[556]=3.51, Musually(302)=15.5,
Mseldom(256)=14.4, p<.001), and lower in Agreeableness (T[556]=-2.71,
Musually(302)=18.4, Mseldom(256)=19.1, p=.006) and Openness (T[556]=-2.46,
Musually(302)=19.3, Mseldom(256)=19.9, p=.01) when compared with
players who are more spontaneous in EQ.
The overwhelming majority of EQ players (80%, N=895)
feel that female characters receive more assistance and are treated
better than male characters.
In a Flash-implemented experimental design that
manipulated character gender (male/female) and character race (gnome/half-elf/ogre),
EQ players were assigned to one of 6 possible conditions (2 presented
here):
1) "You are near Qeynos and a newbie male
half-elf approaches you asking for some spare change or low level
items you could spare. Your character is level 20. Do you:"
2) "You are near Ogguk and a newbie female ogre approaches
you asking for some spare change or low level items you could spare.
Your character is level 20. Do you:"
Participants were then asked to indicate on a 5
point scale how much assistance they would offer to the character,
ranging from "say I don't give to beggars" (1) to "give
a generous amount" (5). There was no significant effect in
gender of participant. The gender of the presented character produced
a significant effect (F[1,530]=4.75, p=.03), and it was found that
female characters received significantly more assistance than male
characters (Tukey HSD, Mmale=2.23, Mfemale=2.51, p=.003). It was
also found that female players offered significantly less assistance
to male characters than male players offered to female characters
(Tukey HSD, Mm-to-f=2.54, Mf-to-m=2.05, p=.03).
While race of presented character did not produce
a significant effect, the analysis showed a possible trend in the
interaction effect (F[2,530]=2.20, p=.11). The female gnome received
significantly more assistance than the male gnome (Tukey HSD, Mmgnome=2.17,
Mfgnome=2.68, p=.03), and the female half-elf received more assistance
than the male half-elf (Tukey HSD, Mmhalfelf=2.08, Mfhalfelf=2.51,
p=.10), but the female ogre received almost exactly what the male
ogre received. In fact, the mean for the male ogre condition was
slightly higher than the female ogre condition (Tukey HSD, Mmogre=2.45,
Mfogre=2.36, p=.99).
|
|
|