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June 13, 2005

How does being in a guild affect playing time?

Server Sample: RP (High), PvE (Medium), PvE (High)
Sampling Period: 6/2/2005 6:00 pm - 6/7/2005 3:00 am
Sampling Resolution: ~16 minutes
Parsing Method: The sample unit is each unique character. Each character was tracked across the server logs. Total playing time, lowest observed level, highest observed level, guild affiliation, and zones seen in were parsed.
Data Filter: None
Sample Size: 62,962 characters

An ANCOVA with Guild Involvement (Yes/No) as the independent variable, Playing Time as the dependent variable and Lowest Observed Level as the covariate did not reveal a significant effect (p = .32). In other words, controlling for level, being in a guild does not increase playing time. Of course, we also have to keep in mind that these are probably two different kinds of players to begin with so this analysis is not a pure comparison of guilded and non-guilded players.

Plotting playing time against level by guild involvement shows several interesting trends. Playing time increases dramatically for guilded players right before level 40. Because of the new skills and mount granted at level 40, it makes sense that players may increase their playing time to achieve those goals. Perhaps being in a guild facilitates this because other guild members encourage and help players reach level 40 when they get close to it, thereby increasing playing time.

Also, playing time is more stable after level 40 for guilded players and fluctuates more for players who are not guilded. Our thoughts are that being close to new skills (at odd levels) increases playing time while being far away from new skills (at even levels) decreases playing time. More importantly, this effect would be stronger for non-guilded players who have more control over their playing time and weaker for guilded players who are also playing for social obligations. Interestingly, this trend is more true before level 50 than after level 50. After level 50, non-guilded players play more at even levels and less at odd levels.


Posted at June 13, 2005 02:50 PM

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Comments

It seems clear to me that on average, guilded players have a slightly longer average playing time than non-guilded. The difference becomes more profound at higher levels. I also suspect that the data for non-guilded players is less accurate at the higher levels because, as your other data found, there are far fewer non-guilded players at the higher level. So it only take a few outliers to make it appear playing time for non-guilders exceeds that of guilders at the high levels.

Bruce

Posted by: Bruce Woodcock at June 15, 2005 05:21 PM

"In other words, controlling for level, being in a guild does not increase playing time."

Just a caveat about causality - these are correlations and it's not clear what's causing what.

If the data show that, controlling for Z, X the independent variable is positively associated with Y the dependent variable, you could conclude either that X causes Y or that Y causes X, or that there's a third variable, not in Z, that increases both X and Y. The likelihood of the latter goes up as the number of control variables goes down.

Also, when you start having N values in the tens of thousands, the difference between statistical and substantive significance becomes important. With a million observations, you could probably find that, I don't know, left-handed people are statistically significantly taller than right-handed people. That's because any measured difference, tiny though it would be - 0.0001 mm - would still render as 'statistically significant' because the standard error would be even smaller - just because of the huge N. But substantively, nobody would call 0.0001 millimeters significant in any way.

Causality: important
Statistical significance, t-tests, etc.: not evidence of importance

Posted by: Edward Castronova at June 15, 2005 06:00 PM

Excellent post -- I expected a clear-cut increase in playing time for guilded players, but that's apparently not the case.

Just to follow up on Bruce and Edward's point, it would be really helpful to see more stat results -- for the ANOVA test, it would be great to see the R-square and coefficient of variation. Similarly, it would be great to see sample sizes for each stratum of player level, just to see whether assumptions at higher player levels can be valid.

Also, it might be neat to run post-hoc tests after running the ANOVA -- I'm not sure if you're using SAS, but some post-hoc tests that come to mind include Duncan's multiple-range test, Student-Newman-Keuls', Tukey's, or Scheffe's.

Anyway, I'm *very* glad to see a hard statistical look at MMORPG data -- I'm really looking forward to seeing what you have to show in the future! *hint* *hint* cluster analysis *hint*

PS: By the way, what program did you use to create the plot? It looks awfully nice!

Posted by: David at June 15, 2005 07:44 PM

Nick is using the latest version of SPSS (13, I believe).

Posted by: Eric Nickell at June 15, 2005 07:53 PM

Ted - Thanks for pointing out the caution on the causality. On the statistical significance part, I think that's why the *non-significance* with this particular analysis is so striking. Even with the large N, there is no significant difference.

And re: David - SPSS 13 does amazing things :)

I'm away from my work computer for DiGRA, but will add the additional stats when I get back.

Nick

Posted by: Nick Yee at June 15, 2005 09:32 PM

Another problem here, is that you would really need to track by accounts versus characters. In any given play time, I may be on with 3 differnt characters at various levels, depending on the needs of myself or guild/group activities. And across a few days, with mule characters, etc. it gets even more compounded. Good start though.

Posted by: Michael at June 16, 2005 12:59 PM

Michael,

This is an excellent point. Ahh, if we could get our hands on server-side data...

While I behave just a you describe, switching back and forth between characters, my impression is that the majority of my guildmates tend to play one character per session.

And while it would be wonderful as a researcher to know which characters were played by the same player, there have been a few cases where I've had an enjoyable RP session with someone I knew, but I was incognito. (And the converse problem exists: characters played by more than one player.)

Posted by: Eric Nickell at June 16, 2005 04:21 PM

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