Friday, March 27, 2009

MMO Mobile? (MMobile)

Given the opportunity and market share of phones that can play games well (iphone), it seems only a matter of time before our typical MMO games like World of Warcraft move into the mobile domain. I'd like to coin the term MMobile for the use of mobile technology specifically to play massively multiplayer online games.

While there are several problems with the technology at the moment, it seems likely there will be some interface to access MMOs from one's phone.

There are problems with mobile gaming at the moment:

  • Mobile application usage tends to be short term and spontaneous rather than planned;
  • Extremely variable capabilities of individual users’ phones (e.g. screen resolution and key layout) and software platform.
  • Extremely short lifespan of a mobile game visibility on operators game portals which means game have often insufficient time to grow a critical mass of players.
  • In many markets where mobile is the principal access of players to the internet, the lack of availability of support networks (such as fan sites and discussion boards) inhibit community growth.
Other's (Coulton et.al, 2008) have pointed out that the typical hardcore MMO gamer differ from mobile gamers as well:

• Enjoy longer play sessions and regularly play games for long periods;
• Are excited by the challenge presented in the game;
• Will tolerate high levels of functionality in the user interface and often enjoy mastering the complexity;
• Often play games as a lifestyle preference or priority.


Whereas mobile gamers are considered generally considered to display the characteristics considered as ‘casual’ such as:

• Enjoy shorter play sessions – play in short bursts;
• Prefer having fun, or immersing themselves in an atmospheric experience;
• Generally require a low dimensionality of control (e.g. puzzle games);
• Consider game playing another time-passing entertainment like TV or films.

Coulton et. al. (2008) report a nokia game that is MMO but it is basically connect-4. Here is a screencap.

Wednesday, March 25, 2009

Inventories inventories inventories....!

I swear, if I see one more inventory or checklist that is being studied I'm going to write an inventory to measure my reaction to those inventories. The name of the game in psychology sometimes seems to be getting a checklist or inventory statistically validated and then get it copyrighted (ideally) to make some money. I personally know a older psychologist who approached me to work on his bullying inventory to make it into an online version.

Here are some examples of real, yet ridiculous, inventories:

-Anxiety Towards Death Inventory (yes let's take this on our deathbed! 'here is this questionnaire Mr. Smith').

-Music Performance Anxiety Inventory for Adolescents

-The Frequency and Acceptability of Partner Behavior Inventory

-Intragroup Marginalization Inventory (wut)

-Dream Intensity Inventory

-...and the winner: Fear of Unintentional Rape Inventory (FOURI) (for men, not kidding)
here is a quote:

....a measure of men’s concerns that
one could rape a woman without realizing that she did not want to have sex. Although the authors do not propose that one could actually rape a woman unintentionally, it is possible that this unrealistic fear may impede change in rape-supportive attitudes and behavior. and link to article for those interested.

WHAT?!


Tuesday, March 24, 2009

Cultural Differences in Avatars between US and Taiwan

I ran across this study looking at how avatars are presented in different media cultures. The US, it seems, likes its women more revealing and aggressive; while Taiwan has more androgynous male avatars in gaming. Interesting report here.

"This analysis revealed a sex bias that male avatars outnumber female avatars, whether in U.S. or Taiwan MMORPGs. In addition, body revelation seemed to be a female “privilege” without cultural difference. Notably, female avatars in U.S. MMORPGs incline to have the shape, cleavage breasts and abdomen barer than female avatars in Taiwan MMORPGs do. Furthermore, female avatars in U.S. MMORPGs are more aggressive than in Taiwan’s. With regard to male androgyny, male avatars in Taiwan MMORPGs look far more androgynous than U.S. male avatars do. 65% of male avatars are apparently androgynous (i.e., more than 60% degree androgyny according to our definition) in Taiwan MMORPGs, whereas almost none of the male avatars are androgynous in U.S. MMORPGs."

Monday, March 23, 2009

Problem Video Game Playing (PVP) survey

Hehe, funny name for a video game addiction scale eh? I found this Problem Video Game Playing (PVP) survey. It is a 9x3 item scale that looks at addiction and video game playing.

"Our results confirm that the excessive use of video games is associated
with a number of problems which resemble a dependence syndrome..."

here is a link for you.

Compulsive Internet Use Scale

"The Compulsive Internet Use Scale
(CIUS). The CIUS was designed to measure severity of CIU
and originates from an analysis of the criteria for Dependence
and Obsessive-Compulsive disorder as found in the
DSM-IV,9 the literature on behavioral addictions, and from
qualitative research among self-declared Internet addicts."

This was a recently published instrument that I may use: here is a link (it's a chapter in a full book, which is free)

Let's Begin

Well, I have been studying psychology for some years, getting 2 masters, and now working on finishing my PhD. During this time, I have been avid online gamer. Starting from Ultima Online, to Everquest, Eve, and World of Warcraft, I have been fairly active in the community of gamers. Being the curious gamer and researcher I am, several studies jumped out at me over the years. While we are still waiting for juicy fMRI data from these types of games we can sure get a good demographic description of the gaming world in MMOS.
Recently, several large studies released great info about EverquestII gamers: Sony worked with researchers to survey respondents and the results were interesting....

My specialty in psychology is neuropsychology. This specialty focuses on using testing instruments to diagnose, treat, and describe brain/behavior relationships. Working in my practica, I began to wonder what it would be like to test all these World of Warcraft players I play with. I wondered: does the average Pvper have anger issues? Do women PVE more than men? Is a younger person more apt to 'gank'? What is the rate of ADHD amongst casual vs. hardcore gamers? Does this correlate?

These questions starting popping up when, in my clinical work, I began to test individuals who also played MMOs.