Monday, November 10, 2008

Will the Real Gamers Please Stand Up

When many people think about video gamers, the first image that comes to mind is the pasty teenage boy sitting in his parents' basement. But how accurate is that? Williams, Yee, and Caplan (2008) conducted a survey of 7,000 EverQuest 2 (EQ2) players. With the blessing of Sony Online Entertainment, the game operator, the authors were also able to collect in-game behavioral data. This is quite an accomplishment given that game operators are typically reluctant to provide gamer data to researchers. The goal was to combine the self-reports with the in-game data collected by the game operator to examine player motivation, as well as the mental and physical health of the players. Demographic data was collected via the survey instrument. The research approach taken by the group led by Williams differs from the common tactic. Typically, this type of research involves single-player computer lab sessions and self-report data.

Prior research suggests that there are physical and mental health risks associated with video game play. For example, a study by Anderson et al. released last week found a connection between aggressive physical behavior and video game playing among children. Williams and his colleagues wanted to determine the accuracy of some of the earlier findings about video game play and assess the characteristics of the players themselves.

For the most part, the Williams et al. findings contradict earlier research.
  • Play time: ~26 hours/week (among all players)
  • Average age: 31 years old [older players played more than younger; there were more older players in general]
  • Gender: 81% male; 19% female [however, adult females logged in more hours]
  • Race: Whites and Native Americans played more video games
  • Income and education: Players were wealthier and more educated
  • Religion: Players were less likely to be religious
  • Media Use: Players spend less time watching television and reading newspapers
  • Physical health: EQ2 players were slightly overweight but less so than the national average
  • Mental health: Higher levels of depression, especially among the female players; higher levels of substance abuse; lower levels of anxiety
  • Role playing: A fringe activity
Because many of the findings put forth by Williams and his colleagues do not match the rhetoric found in the literature, they conclude with a list of questions (i.e., areas for future research):
  • Why are there inaccurate stereotypes?
  • Why are older females playing at higher rates than younger males?
  • Why are EQ2 players healthier than the general population?
  • Why do minorities play video games at lower rates than other groups?
  • Why are players less religious than non-players?
  • Why are mental health problems more prevalent in players than in non-players.
The introductory paragraphs indicate that in-game behavioral data were collected by the authors. Based on this article, it isn't clear what information was collected and how it supported or refuted the survey findings. In the "Sampling and Procedure" section, Williams et al. note that there was a link between the survey participants and the in-game data. However, it appears that the main measure collected in-game was playing time. While this could be used to support the self-reports associated with playing time, it doesn't do much to inform the other variables. One point the authors emphasize is that much of the past research is not generalizable because it is difficult to get access to the players. These authors were able to get access to the players, but the findings still appeared to rely heavily on the self-reports of players, which can be inaccurate.

No comments: