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Why does EQ appeal to you?
How much satisfaction do you get from
?
How much does it bother you when
?
How appealing/unappealing would these changes be?
Is EQ the best computer game you have ever played?
Do people learn anything from EQ?
The Play-Nice Rules
Would you hack the game if you could?
Trust: Environment and Gender
Respondents were asked to rate on a scale from 1
(Strongly Disagree) to 5 (Strongly Agree) a list of statements pertaining
to why the game is appealing to them. While EverQuest falls under
the RPG genre, EQ players were least likely to agree that the ability
to pretend to be someone else is what makes the game appealing to
them (M(1233)=3.30). The top three reasons chosen for what makes
EQ appealing were: 1) I can explore a fantasy world (M(1235)=4.41),
2) I get satisfied from achieving goals (M(1239)=4.22), and 3) I
enjoy the social interactions (M(1232)=4.20).
Female players are significantly more likely than
male players to enjoy the social interactions within the game (T[1205]=-4.57,
Mmale(1020)=4.16, Mfemale(187)=4.43, p<.001), and to find the
escapist element appealing (T[1205]=-2.33, Mmale(1019)=3.78, Mfemale(188)=3.96,
p=.02). Male players, on the other hand, are significantly more
likely to enjoy feeling powerful within the game (T[1206]=2.19,
Mmale(1019)=3.66, Mfemale(189)=3.48, p=.03).
Players who score in the top quartile of Openness
find the exploration aspect significantly more appealing than players
who score in the bottom quartile (T[590]=-3.91, Mbottom(266)=4.26,
Mtop(326)=4.48, p<.001).
Players who score on the top quartile of Extraversion
find achieving goals significantly more appealing than players who
score on the bottom quartile (T[651]=-3.42, Mbottom(323)=4.08, Mtop(330)=4.28,
p<.001). We see the same kind of significant difference in Agreeableness
(T[613]=-4.32, Mbottom(334)=4.09, Mtop(281)=4.35, p<.001) and
Conscientiousness (T[531]=-4.1, Mbottom(252)=4.08, Mtop(283)=4.35,
p<.001).
Players who score on the bottom quartile of Neuroticism
find social interactions significantly more appealing than players
who score on the top quartile (T[514]=2.91, Mbottom(258)=4.26, Mtop(258)=4.08,
p=.003). Players who score on the top quartile of Extraversion find
social interactions significantly more appealing than players who
score on the bottom quartile (T[648]=-5.38, Mbottom(322)=4.00, Mtop(328)=4.32,
p<.001). We see the same kind of significant difference in Openness
(T[590]=-4.62, Mbottom(267)=4.01, Mtop(325)=4.31, p<.001), Agreeableness
(T[610]=-7.00, Mbottom(333)=3.95, Mtop(279)=4.39, p<.001), and
Conscientiousness (T[531]=-1.99, Mbottom(251)=4.10, Mtop(282)=4.24,
p<.001).
Players who score in the bottom quartile of Conscientiousness
find the escapism aspect significantly more appealing than the players
who score on the top quartile (T[524]=2.55, Mbottom(251)=3.93, Mtop(278)=3.71,
p=.01). Players who score in the top quartile of Openness find the
escapism aspect significantly more appealing than the players who
score in the bottom quartile (T[590]=-2.23, Mbottom(266)=3.74, Mtop(326)=3.92,
p=.03). We see the same kind of significant difference in Neuroticism
(T[514]=-4.74, Mbottom(257)=3.62, Mtop(259)=4.03, p<.001).
Players who score in the top quartile of Agreeableness
find that the game is significantly more helpful in relieving stress
than those players who score in the bottom quartile (T[613]=-4.61,
Mbottom(334)=3.49, Mtop(381)=3.89, p<.001).
Players who score on the top quartile of Neuroticism
find the feeling of being powerful significantly more appealing
than those in the bottom quartile T[512]=-4.59, mbottom(257)=3.34,
Mtop(257)=3.76, p<.001). Players who score in the bottom quartile
of Openness find the feeling of being powerful significantly more
appealing than those in the top quartile (T[590]=2.24, Mbottom(267)=3.63,
Mtop(325)=3.50, p=.03). We see the same kind of significant difference
in Conscientiousness (T[530]=3.35, Mbottom(251]=3.72, Mtop(281)=3.42,
p<.001).
Players who score on the bottom quartile of Extraversion
find the ability to pretend to be someone else significantly more
appealing than those in the top quartile (T[650]=22.1, Mbottom(323)=3.41,
Mtop(329)=3.23, p=.02). Players who score on the top quartile of
Neuroticism find the ability to pretend to be someone else significantly
more appealing those in the bottom quartile (T[514]=-4.72, Mbottom(255)=3.06,
Mtop(258)=3.50, p<.001).
More
recent findings on this issue can be found at the "Facets"
report.
Respondents were given a list of situations in EQ
where they might gain satisfaction from, and were asked to rate
on a scale from 1 (None at All) to 4 (A Lot) how much satisfaction
they got from each. Female players get significantly more satisfaction
than male players from killing mobs (T[1496]=-2.17, Mmale(1256)=2.77,
Mfemale(242)=2.89, p=.03), from completing a quest (T[1495]=-3.80,
Mmale(1255)=3.43, Mfemale(242)=3.61, p<.001), from crafting a
complex trade skill item (T[1487]=-3.90, Mmale(1248)=3.1, Mfemale(241)=3.35,
p<.001), and from making friends in EQ (T[1492]=-5.60, Mmale(1253)=3.3,
Mfemale(241)=3.59, p<.001).
Respondents were given a list of situations
in EQ which might bother them, and were asked to rate on a scale
from 1 (Not at All) to 4 (A Lot) how much each bothered them. Male
players are significantly more likely than female players to be
bothered when they die (T[1494]=2.88, Mmale(1255)=2.96, Mfemale(241)=2.78,
p=.004). Female players are significantly more likely than male
players to be bothered when newbies beg for money or items (T[1495]=-5.65,
Mmale(1256)=2.87, Mfemale(242)=3.29, p<.001).
Respondents were given a list of hypothetical changes
to EQ, and were asked to rate from 1 (very unappealing) to 5 (very
appealing) as to how appealing the changes would be. Male players
are significantly more likely than female players to find it appealing
to be able to upload a photo of your face to be the face of their
character (T[1494]=2.50, Mmale(1254)=2.79, Mfemale(242)=2.57, p=.01),
to have more weapon types (T[1493]=4.52, Mmale(1253)=4.16, Mfemale(242)=3.9,
p<.001), and to have more spell types (T[1496]=2.13, Mmale(1256)=4.31,
Mfemale(242)=4.19, p<.001). Female players are significantly
more likely than male players to find it appealing to be able to
have enhanced emotes, expressions and gestures (T[1495]=4.28, Mmale(1255)=4.17,
Mfemale(242)=4.4, p<.001).
The majority (72.0%, N=1708) of EQ players
feel that EQ is the best computer game they have ever played. Female
players are significantly more likely than male players to feel
that EQ is the best computer game they have ever played (%male(1410)=70.3,
%female(269)=82.3, p<.001).
About 80% of EQ players feel that people do learn
something from the game. Female players are significantly more likely
than male players to feel that many valuable things can be learned
from the game (%male(1023)=27.5, %female(189)=36, p<.01).
Players who feel that they learn many
things from EQ score significantly higher on Agreeableness (T[566]=3.78,
Mmany(305)=19.0, Mlittle(263)=18.1, p<.001), Conscientiousness
(T[566]=3.15, Mmany(305)=15.6, Mlittle(263)=14.8, p=.001) and Extraversion
(T[566]=2.70, Mmany(305)=15.4, Mlittle(263)=14.5, p=.007) than those
players who feel that they learn very little of value from playing
EQ.
The majority (67.7%, N=1702) of players feel that
the Play-Nice Rules either made no difference or actually made things
worse. Players who feel that the Play-Nice Rules made things worse
are significantly younger (F[2,1665]=18.5, p<.001) than those
who feel that the rules made no difference (Tukey HSD, Mworse(214)=22.5,
Mnochange(950)=25.7, p<.001) or made things better (Tukey HSD,
Mworse(214)=22.5, Mbetter(538)=26.4, p<.001).
About one-fifth (20%, N=1707) of EQ players
would hack the game if they could. Male players are significantly
more likely than female players to hack the game if they could (%male(1409)=22.5%,
%female(269)=9.7%, p<.001). Players who would hack the game if
they could are significantly younger than those who would not (T[1671]=3.74,
Myes(341)=24.1, Mno(1332)=25.9, p<.001).
In a Flash-implemented experimental design that
manipulated the variables: environment (normal chat-room/EQ) and
gender (male/female), EQ players were randomly assigned to one of
the 4 possible scenarios (2 presented here):
1) "You've been adventuring with a male
character, and during a medding break the player says that he's
22 and lives in France. Do you believe him?
2) "You are in a normal chatroom, and during a private message
dialogue with someone she says that she's 22 and lives in France.
Do you believe her?"
Participants were then asked to rate on a 5 point
scale, ranging from "Absolutely Not" (1) to "Absolutely"
(5), whether they would believe the individual. There was a significant
effect between environments (F[1,661]=10.64, p=.001), and it was
found that EQ players were more likely to believe the individual
in the EQ condition rather than the chat-room condition (Tukey HSD,
Meq(312)=3.53, Mchatroom(357)=3.22, p<.001). The gender of the
presented individual also produced a significant effect (F[1,661]=8.63,
p=.003), and it was found that EQ players are more trusting of male-presenting
personas than female-presenting personas (Tukey HSD, Mmale(326)=3.52,
Mfemale(343)=3.24, p<.001). The gender of the participant did
not produce a significant effect.
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