The purpose of this study is to explore how users of massively multiplayer online environments customize the appearance of their virtual body (avatar). During this survey, you will be asked to upload a screenshot of your avatar's appearance to our research website and to answer survey questions related to your gaming experience. The questionnaire should be fun to answer and we estimate it takes only 15 to 20 minutes to complete it.
If you'd like to help, please follow the links below depending on your game of choice:
- World of Warcraft: [http://blogs.parc.com/limesurvey/index.php?sid=59117&lang=en]
- Maple Story: [http://blogs.parc.com/limesurvey/index.php?sid=77654&lang=en]
- Second Life: [http://blogs.parc.com/limesurvey/index.php?sid=35489&lang=en]
Note that you will be asked to provide an email address, where we will send you a unique participant code. Your email address will be kept strictly confidential and will be used only used to assign you a unique identifier; we will not sell or otherwise disclose it to any third party. Note also that we will never ask you to download software and/or enter your game account information at any time, we simply ask for a *picture* of your avatar. Due to the recent key-logging epidemic (esp. in WoW) players are understandably worried about clicking on links but you can rest assured we are only interested in research data.
We thank you in advance for your help and look forward to sharing the survey results with you!
]]>Welcome Don!
]]>See full article for description of the guild name grammar we used.
]]>On both PvP and PvE servers, roughly 20% of the population was level 61 and above, but the distribution was significantly different. Players on PvP servers tended to be higher level than players on PvE servers. The graph below shows how clean that break is. The difference is especially clear for level 65 and above, and particularly for level 70.
]]>What the expansion did was it encouraged many players to start a new character at the same time - specifically with the Draenei and the Blood Elves. We know that all Draenei and Blood Elves were created after January 17th, and there are many of these characters. This allowed us to use a large sample of actually accumulated leveling times to estimate the overall curve.
We started by calculating the average accumulated playing times of Draenei and Blood Elves for each level. The blips in the graph (especially post-50) are due to low samples and potential breaks in the data collection process. However, the graph did hint at an underlying curve.
]]>
One of the nice features of most MMOs is their variety of broadcast chat channels. With them, you can send a text message to everyone in your guild, your current zone, or even your entire server. Such broadcast channels are an excellent means for meeting up with acquaintances or complete strangers and obtaining answers to specific questions. Even when you solo, you can still maintain a peripheral awareness of your social world by monitoring these broadcast channels, especially your guild chat.
Of course, the downside of broadcast channels is their misuse for "spam" (excessive or offensive messages). To discourage spam, fellow players tend to publicly rebuke the accused spammer and threaten to put him or her on "ignore." Social control is even easier within guild chat since members who repeatedly spam the guild can be easily kicked from it. But overall, broadcast chat channels, especially guild chat, tend to be used for good rather than evil. Take the following bit of banter which shows how guild chat can work well...
]]>Of the 128,354 characters, we had PvP rank information for both weeks for 41,997 characters. This turns out to be about 57% of all characters above level 45 (i.e., the average level of Rank 1 characters). While this is only about half of all possible characters, it is large enough of a sample to explore some of the underlying differences.
]]>
The biggest draw for MMOGs is obviously the MM part. Players enjoy participating in a persistent, multi-user world; if they didn't, they wouldn't pay subscriptions to do so when there are plenty of single-player video games available. Ironically, however, the same fellow users who make MMOGs so appealing can also be one of their biggest headaches. Unwelcome behaviors range from trash talk and verbal harassment to hardcore griefing like camping in order to kill newbies over and over again. Most companies will institute sanctions such as account suspensions against egregious offenders, but a lot of behavior, such as inequitable loot sharing and excessive aggro that gets everybody killed, falls into a grey area of "jerky, but probably not actionable."]]>It was interesting that 3 of the healing classes (Priests, Druids, Paladins) were on the bottom of the list, while the final healing class (Shamans) were on the top of the list. Part of the reason why may be that the Shaman attracts more competitive-minded players.
]]>
Lisa Nakamura has written extensively about race and identity tourism in virtual environments. She argues that in most cyber social spaces, the surface absence of race is an implicit assumption of default whiteness. The textual environment LambdaMOO, for instance, requires users to set a character gender (although "neuter" is available); although players may choose to include it in their character description, race "is not even on the menu" as far as the interface is concerned (Nakamura 1999). Today's MMOGs, however, make race explicit insofar as one cannot create a "colorless" virtual avatar--although most games offer some non-human options ranging from elves to cow, rat, and lizard people. As something that is visually available to all players and generally considered integral to personal identity in the mainstream culture, race, whether human or fantasy, seems to offer a particularly valuable resource for role-playing (RP) in game spaces.
Despite the possibility of non-white human avatars, however, their actuality seems rare. A Black character with an afro in City of Heroes draws comment from other players when a white character with spiky pink hair does not. A preliminary analysis of video data from several games yields several examples of players using non-human race as an RP resource, but only one instance in which a character roleplays non-white human race. In this latter instance, uptake from other characters is problematic, an issue that may be related to the character's heavy reliance on racial stereotypes. Non-white avatar options such as hairstyles are also in limited supply in most games, limiting available "looks" for such characters.
]]>