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RESEARCH HIGHLIGHTS
• Differences in behaviour between computer gamers and non-gamers in a novel social networking virtual
world are examined.
• The world is controlled by the research team and the team therefore have access to its detailed event logs.
• A range of virtual world telemetrics are examined using both quantitative and qualitative methods.
• Difference between gamers and non-gamers were found in chat, avatar movement and avatar creation.
1. INTRODUCTION platform games such as Sonic the Hedgehog; and Mafia Wars
A virtual world is a persistent computer-mediated environment to management simulations such as Football Manager. Even
in which many users can synchronously interact (Bell, 2008). early text-based virtual worlds such as MUD used a style of
The past decade has seen much research interest in virtual interaction that was based on games such as Colossal Cave
worlds (Wasko et al., 2011). Their genesis lies in computer Adventure.
games (Messinger et al., 2008b; Schroeder, 1997) and the most However, not all virtual worlds are games. Second Life as a
popular worlds are still games. World of Warcraft, EVE Online whole is difficult to classify as a game (Schultze and Rennecker,
and Ultima Online are good examples and each features a 3D 2007) and is better described as an ‘arena of creativity’(Chesney
interface with users represented as avatars (Fig. 1)1 . et al., 2009) or a ‘virtual “place” rather than a game’ (Turkle,
Not all virtual worlds have as sophisticated interfaces as 2011), a place where sometimes work, rather than play, gets
these. Maplestory uses a relatively primitive sideways scrolling done (Terdiman, 2007). Slater et al. (2000) provide a concise
interface and Mafia Wars which is also arguably a virtual discussion of how virtual worlds are useful for collaborative
world has a largely text-based interface. In each case, however, work and have advantages over technologies such as video
the interface used can be traced back to a game: World of conferencing. In addition, some in the IT industry think that
Warcraft to Doom and Tomb Raider; Ultima Online to Gauntlet the skills needed to manage virtual worlds are inherently useful
and the original Ultima; EVE Online to Elite; Maplestory to in the real business world (see, for instance, Chodos, 2009;
Driver and Jackson, 2008; Kirkpatrick, 2007) and that ‘serious
1 For information about the worlds and games mentioned see Appendix A. games’ have a role in training (Bohannon, 2010) and education
users feel as if they are inhabiting a body rather than just communicate quickly by typed text also necessitates it being
operating an animated figure (Slater et al., 2000). abbreviated.
Thus the avatar is key to online identity (Taylor, 2003). A Stepping away from one particular game’s or community’s
user’s avatar influences how others perceive them (Donath, jargon to a world that is new to all participants—as the world
2007; Nowak and Rauh, 2008) and users prefer to have control used here is—where such jargon does not yet exist, will an
over their avatar’s appearance (Messinger et al., 2008a). For experienced gamer’s chat still differ from that of non-gamers?
this reason, virtual world designers often give users a high This question has not been fully examined before, but two
degree of control over their ability to customize their avatar. papers have touched upon it and both suggest that there will
The relationship between user and avatar is complex and has be differences. Huffaker et al. (2009) study a number of gamer
been approached by researchers in a number of ways. Both types finding that those whose avatars have the highest ‘game
Messinger et al. (2008a) and Bessière et al. (2007) find that level’ send and receive more communication than others. Those
some users customize their avatars to bear similarity to their who perform most efficiently at the game show no difference
real selves. Other users experiment with a range of avatar in communication behavior from other players. In the second
looks (Taylor, 2002). Yee and Bailenson (2007) demonstrate paper, Jackson et al. (1999) study school children interacting
that avatar appearance has an impact on how people behave in pairs using voice chat in a virtual environment and find that
4. METHOD
Subjects were asked to complete a demographics questionnaire
and then attend 1 of 20 experiment sessions in a computer
laboratory. The sessions involved between 8 and 12 subjects
positioned so that they could not clearly see each other’s
screens. Interaction with each other in the real world was
not allowed but in the virtual world it was encouraged.
Subjects stayed in the world for no less than 90 min. No
real world announcements were made after subjects were
logged in although two researchers were in-world and made
announcements from there. Socialization was encouraged with
an ice-breaker game led by the in-world researchers. The
experiment took place at two physical locations, in the UK
and in Dubai. Subjects were paid 5GBP (or the UAE dirham
equivalent) for attending. A dataset of 195 subjects was created.
Figure 3. The avatar creation interface.
4.1. Subject demographics
(Schroeder et al., 2001). This customization plays a part in Subjects were drawn from one population: those about
how the online community develops. With an object creation to leave higher education and enter work. Using standard
interface as complex as a world such as, for example, Second recruitment procedures from experimental economics and
Life (see Weber et al., 2007), it is understandable—and clearly applied psychology (Kagel and Roth, 1995), we contacted
observed in the world—that new user’s creations differ vastly representative groups from this population and invited them
from those of experienced users, in that they tend to be less to take part. Those that agreed were randomly assigned to a
impressive. However, questions on time and effort spent in session. We did not design the recruitment procedure to achieve
customizing an environment between gamers and non-gamers equal or target levels of gamers and non-gamers. Only post-
have not been examined before. recruitment did we determine by the questionnaire responses
who was a gamer and who was not.
Computer game experience was measured by two survey
questions giving three levels of experience: non-gamer (n = 49,
3. THE WORLD
25%), gamer (n = 83, 43%) and frequent gamer (n = 63, 32%)
The world used in this study, called Places/Sherwood (Fig. 2), giving total n = 195. The two questions were:
was developed by software developer Multiverse (which has
since ceased trading). An instance of the world was created (1) Do you play video games? [Yes/No]
Table 1. Subject demographics (3) avatar design and (4) choices made to customize the world.
In the following analyses, based on gender differences found in
Non-gamers Gamers Frequent gamers
existing literature (Taylor, 2008), we control for the gender of
n (total) 49 83 63 the user and their avatar. To avoid problems with collinearity
n (UK) 41 52 28 we control for avatar gender with a dummy variable, ‘gender-
n (Dubai) 8 31 35 match’, which indicates whether user and avatar gender are the
% Male 24.5 48 79 same or different. To check for a potential problem of statisti-
Mean (SD) age 20.6 (1.9) 21.1 (3.5) 20.6 (2.0) cal non-independence caused by the data collection happening
Mean (SD) 3.6 (3.5) 10.5 (7.9) in sessions of 8–12 subjects (which might influence partici-
hours play pant behaviour through particular group dynamics and social
per week context), the analyses were repeated using a generalized linear
mixed model to test whether the session had an effect. The find-
ings showed that it did not, and it is the ordinary least squares
Table 2. Reasons given for not playing computer games, and regression results that are reported in the tables here. Our results
the percentage they appeared in the list of reasons given were also unaffected by the location of subjects, Dubai and UK.
Reason %
Lack of time 31
Uninterested 53 5. ANALYSES AND RESULTS
Computer games are addictive/harmful 10 5.1. Communication
Lack of access to games 6
About 1 MB of text chat data were collected featuring
approximately 7500 messages2 . Features of the text and
the message content were analysed using quantitative and
(2) Do you consider yourself a gamer (someone who plays qualitative methods, respectively.
video games frequently)? [Yes/No]
Table 1 presents information about the sample. Most (n = 5.1.1. Chat features analysis.
167) were not users of virtual worlds. Subjects had experience A quantative analysis was carried out by Wang et al. (2011) to
of a range of games with frequent gamers listing on average develop algorithms to automatically detect speaker attributes.
three games that they play the most. The most common games Their analysis used the current dataset as test data and we are
listed were third person action/adventure games (which have able to draw upon their results. The analysis examined a range
very similar interfaces to that shown in Fig. 1). Table 2 lists the of metrics which were extracted from the chat logs such as
reasons given by the non-gamers for why they do not play. 2A message is defined as the text that is sent when the user finishes typing
Analyses were conducted in the four areas: (1) communica- and presses enter. It does not necessarily equate to a sentence although almost
tion, (2) avatar movement, and environment choices including all messages were single sentences.
quality of syntax, message length and use of extreme words Result 1. Experienced gamers write more sentences, and
such as ‘best’, ‘greatest’ and ‘super’. (Note that messages not longer sentences than less experienced gamers, more of what
written in English—a minority of about 30 messages from the they write are statements rather than questions, and they address
sessions in Dubai—were ignored although they were translated other users by avatar name more frequently.
by a professional paid translator and included in the qualitative
analysis reported in Section 5.1.2.) 5.1.2. Chat content analysis.
Results show that the number of messages, the average All chat was qualitatively analysed using content analysis where
number of characters per message, the average number of messages were coded into one of six categories and then
messages that address someone (such as ‘come on John’), into one of a number of sub-categories. Content analysis is a
the percentage of messages that were statements rather than useful technique to summarize and describe large qualitative
questions, were all significantly related to gamer experience data sets (Neuendorf, 2002). An inductive content analysis
(Table 3). was employed, deriving the categories directly from the data.
The data were coded according to the guidelines provided
by Elo and Kyngas (2008). The messages were read and re-
Table 3. Quantitative chat analysis, n = 170 (the lower n is read in order to become familiar with the content. During
5.3. Avatar design Table 11. Effort expended on avatar creation in terms of overall
effort and effect spent on choosing a top, n = 195
The avatar choices that all Places/Sherwood users must make
are gender, skin colour and clothing. Starting with gender, Coefficient SE t-value p-value
Table 7 shows the choices that subjects made. Table 8 shows Overall effort
the number of subjects who swapped gender, broken down by gamer 4.16 3.66 1.14 0.257
gamer experience. Using a χ 2 -test, no difference was found usergender −19.91 5.40 −3.69 0.000∗∗∗
between gamers and non-gamers (χ 2 = 0.02, p = 0.99). gendermatch −2.12 8.41 −0.25 0.801
Looking at skin colour, nine choices were available for vwuser 2.41 6.91 0.35 0.728
avatars. These represent ordinal data ranging from 1 (pale) to 9 Adjusted R 2 0.06
(dark). Table 9 shows the contingency table for the skin colour Choice of top
choices made against gamer experience. These nine skin colours gamer 1.72 0.88 1.96 0.051†
were merged into two categories, pale and dark with choices usergender −14.13 1.29 −10.93 0.000∗∗∗
1–6 being pale and 7–9 being dark (Table 10). Two observers gendermatch −0.60 2.01 −0.30 0.766
independently made this classification and agreed on this split. vwuser 2.14 1.66 1.29 0.199
Adjusted R 2 0.43
Table 10. Counts of dark and pale skin colours chosen 5.4. World customization
by subjects for each level of gamer experience
Each user had a private apartment which they could customize
Avatar
(Fig. 4) by changing the style of the furniture and wallpaper,
Pale Dark and by putting up pictures, with the images taken from flickr.
Non-gamer 37 12 The number of changes each subject made to their apartment
Gamer 68 15 (excluding pictures), and the number of pictures they put up,
Frequent gamer 46 17 were regressed as before and were not found to be related to
gamer experience.
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