Social scientists tackle online gaming
Consider this statistic: Worldwide, nearly 45 million people play massive multiplayer online role-playing games like EverQuest II [and World of Warcraft], and the amount of real-world money associated with virtual worlds would make it the seventh largest country in the world according to gross domestic product. [EurekAlert]
It’s no wonder then that social scientists are turning to these mass online worlds to study human interaction (albeit via online aliases) and social networking.
Massive multiplayer online role-playing games (MMORPG) have been a growing phenomenon thanks to the wild success of games like World of Warcraft and real-life simulation game Second Life. It attracts all sorts of people, not just the stereotypical angsty teenager hiding in his parents’ basement. There is a large population of women and middle-aged people who play the games. And as all of these different backgrounds and experiences collide, it becomes a social scientist’s playground. (I direct you now to my all-time favorite MMORPG story: Second Life affair ends in divorce)
Presented at this year’s American Association for the Advancement of Science Annual Meeting in Chicago, social scientist and engineer Noshir Contractor of Northwestern University gave an overview of the 60 terabytes of information his team had accumulated from the game EverQuest II—including a survey of 7,000 players, making it the largest social science project ever conducted. From the schlew of data analyzed, some interesting statistics emerged: “many players underestimate the amount of time they spend playing the games, and the number of players who say they are depressed is disproportionately high. They also found that women don’t like to play with other women but are generally the most dedicated and satisfied players. And players aren’t just teenagers — in fact, the average age of a player is substantially higher.”
However, most intriguing from a social scientist’s point of view is how players form networks. And what they found was surprising. Even though a MMORPG offers the unique opportunity to engage players from all over the world, people are most likely to build networks of people they already know or who are at least from the same geographic area. Contractor stated that, “It’s not creating new networks. It’s reinforcing existing networks. You can talk to anyone anywhere, and yet individuals 10 kilometers away from each other are five times more likely to be partners than those who are 100 kilometers away from each other.”
While it isn’t surprising that that a person would begin a game with people they know, the lack of expanding social networks is an interesting phenomenon, one that will undoubtedly be the focus of more research as scientists delve ever-deeper into the wild world of online gaming.