Dr. Grokk: An investigative report on MMO’s


Hey there everyone, Panzer told me that when all was said and done I should post the results of my research for my Psych class. I’m proud to say that the results are in and you all failed! yay!

Anyways, I did my research on the topic of “Positive Vs. Negative Effects of MMO Gaming”. If that doesn’t sound like something that interests you, back out slowly now.

If you’re also the type of person to not like long ass reports on graphs, P-values, Z-graphs… Statistics in general, get out now.

Research Project Summary

Jared Williams

March 16th, 2012

Preliminary Belief

Video games in general, but more specifically MMO’s, are constantly misrepresented or attacked within the media by politicians, reporters and late night “Investigative Reports”. Just as often as they are attacked, they are also promoted to be tools by which people develope many skills. I was sick of hearing conflicting reports from the news and random web articles and decided to research this topic to answer my questions about it. I saw how friends who played acted, read news articles as well as taking from my own personal experience of playing it, and thought that in the end it would be more positive than negative. Nevertheless I wanted to research just what was and wasn’t true about the effects of playing MMO’s.

Summary of the Systematic Review 

This systematic review aims at taking all of the data gathered recently, as
well as some new data in an attempt to figure out if there is anything positive or negativeto be gained by playing MMORPG's (or MMO's for short). In
it's conclusion, it shows throughout all it's evidence that there are so many variables and differences between each person, that it is impossible to
tell if MMO's themselves lead to anything specifically. "The results suggest that Internet use and game play have significant nuances and
should not be considered as monolithic sources of effects."(Pg. 2, Abstract) They list thatthe probability levels of predicting pschological outcomes
from components of Internet use are as follows:
"**p < .05. ***p < .01. ****p < .001."

The achievement motivation was related to less loneliness
 (β = –.04, p < .001) 
and better family communication quality (β = .06, p < .001)" 
(pg. 15)

Both the message frequency and the network size were positively associated with
loneliness (β = .04, p = .002; β = 06, p < .001), while message frequency also predicted
more sense of community online 
(β = .05, p < .001) 
(pg.17 MMO Use)

Strengths and Weaknesses in the Body of Literature

This is a new field of research. As a result, there is a ton of data, with not a whole lot of back-tracking (meta-analysis/systematic reviews). Nevertheless, there is no shortage of test subjects, testing facilities, funding or researchers. As my third article put it: the Internet is a rising form of communication and a social norm. If you aren’t using it, you’ll be left behind. Just like with the internet itself however, the field of research into the effects of online gaming can be posted without much cause for speculation, since they can post it in whatever journal or organization they want. Sifting through these articles to find the ones that work from an unbiased and empirical stand-point can be difficult.

Citation:

Shen, C., & Williams, D. (2010). Unpacking Time Online: Connecting Internet

and Massively Multiplayer Online Game Use With Psychosocial Well-Being.

, 1-27. Retrieved February 18, 2012, from Google Scholar

http://129.105.161.80/drupal/sites/default/files/Shen_Williams_2011.CR_.Unpacking_time_online.pdf

Important points from the Research:

  • The number of variables to figure into the research makes it nearly impossible to tell how it will affect any one group. (For instance, to take merely low-income subjects alone, you must still account for low-income individuals from the ages of 11-83 year old. If you want to break up those numbers, you could say 18-25 yr olds with low-income. You would still not be accounting for culture, background, education etc.)
  • In addition to the above point, MMO’s themselves have many variables. Some people engage in Player Vs. Player (PVP) while others fight against “bosses”, Player Vs. Environment (PVE) (Cit. 2 Unpacking)
  • Research for this field is only about 15 years old, around the time the first MMO came out.
  • In investigating the social aspect, achieving goals, progression and possible effects on outside social life, the most commonly used graph format was shown with P-values taken from Random Sampling.
  • Because anyone from the community could participate, and only those playing the MMO would be a part of the community, there was no real way to cause any bias or corrupt any of the data by getting any trends.
  • When researching the amount of social interactions within World of Warcraft, they actually found that more of the game is spent alone rather than socializing. (Cit. 1, Alone)
  • When researching Facebook, EVE and online communities, they showed that while the game might be designed in a way to get it’s user to give up more time to accomplish goals within the game, there was no data to support the claim that it caused people to be less productive or more productive. (Cit. 2 and 3.)
Concluding Belief:
The initial belief I had was that it was misrepresented within the media. My own bias was towards it being better than worse for people. While I was correct in assuming that MMO’s are misrepresented, my bias proved to be false: you can’t tell! Through all the research, testing and investigations they point out how many variables to figure into testing people, testing the game, testing what happens when interacting with other people and much more. The studies point out that even with the possibility of Internet Addiction, we cannot treat it as a substance abuse. The real trouble is not the individual, but rather how that individual interacts with the billions of other “individuals” on the internet. Throw that into the mix of MMO’s where these players must co-exist, and more often, work together to accomplish goals, and you begin to see why it’s difficult to make one educated general statement about how it will affect everyone.
Each person must take into account the traits of the game itself, the possible effects it has on people they know, and decide if it’s right for them. In the end, any data submitted at this point that claims that MMO’s have a positive OR a negative effect on the player should be scrutinized and studied with an empirical eye. At this stage, we’re left with data that tells us that it’s up to you, the player, to decide if it’s good for you or not.
—This is a list of the Articles I used, as well as their Abstracts. If you would like to read the articles themselves, they are linked at the bottom of the Abstract.—

Jared Williams

Abstracts for Research Project Summary

Alone Together? Exploring the Social Dynamics of
Massively Multiplayer Online Game

ABSTRACT
Massively Multiplayer Online Games (MMOGs) routinely
attract millions of players but little empirical data is
available to assess their players’ social experiences. In this
paper, we use longitudinal data collected directly from the
game to examine play and grouping patterns in one of the
largest MMOGs: World of Warcraft. Our observations
show that the prevalence and extent of social activities in
MMOGs might have been previously over-estimated, and
that gaming communities face important challenges
affecting their cohesion and eventual longevity. We discuss
the implications of our findings for the design of future
games and other online social spaces.

APA Citation

Nicolas Ducheneaut, Nicholas Yee, Eric Nickell, Robert J. Moore (April 2006)
“Alone Together?” Exploring the Social Dynamics of Massively Multiplayer Online Games” Retrieved from:

https://www.parc.com/content/attachments/alone_together_exploring_5599_parc.pdf

Palo Alto Research Center
3333 Coyote Hill Road, Palo Alto, CA
{nicolas,nickell,bobmoore}@parc.co

Unpacking Time Online: Connecting Internet and Massively Multiplayer Online Game Use With Psychosocial Well-Being
Abstract
By unpacking different forms of Internet and massively multiplayer online game (MMO) use, the present study adopts a nuanced approach to examine the connections between online activities and psychosocial well-being. It combined self-reported survey data with unobtrusive behavioral data from server logs of a large virtual world, EverQuest II. Over 5,000 players were surveyed about how they use the Internet, their specific activities in the
virtual world, and their psychosocial well-being. In-game communication networks were also constructed and analyzed. The results showed support for both time displacement and social augmentation effects for various activities. Whether Internet and MMO use were associated with negative or positive outcomes was largely dependent on the purposes, contexts, and individual characteristics of users. The results suggest that Internet use and game play have significant nuances and should not be considered as monolithic sources of effects.

APA Citation
Shen, C., & Williams, D. (2010). Unpacking Time Online: Connecting Internet and Massively Multiplayer Online Game Use With Psychosocial Well-Bein. , 1-27. Retrieved February 18, 2012, from Google Scholar,

http://129.105.161.80/drupal/sites/default/files/Shen_Williams_2011.CR_.Unpacking_time_online.pdf

 

Extensive Internet Involvement—Addiction or Emerging Lifestyle?

Abstract: In the discussions for the future DSM-5, the Substance-Related Disorders Work Group has been addressing “addiction-like” behavioral disorders such as “Internet addiction” to possibly be considered as potential additions for the diagnostic system. Most research aiming to specify and define the concept of Internet addiction (or: Excessive/Compulsive/Problematic Internet Use—PIU), takes its point of departure in conventional terminology for addiction, based in established DSM indicators. Still, it is obvious that the divide between characteristics of addiction and dimensions of new lifestyles built on technological progress is problematic and far from unambiguous. Some of these research areas are developing from the neurobiological doctrine of addiction as not being tied to specific substances. The concept of “behavioral addictions”, based on biological mechanisms such as the reward systems of the brain, has been launched. The problems connected to this development are in this study discussed and reflected with data from a Swedish survey on Internet use (n = 1,147). Most Swedes (85%) do use the Internet to some degree. The prevalence of excessive use parallels other similar countries. Respondents in our study spend (mean value) 9.8 hours per week online at home, only 5 percent spend more than 30 hours per week. There are both positive and negative social effects at hand. Many respondents have more social contacts due to the use of Internet, but there is a decline in face-to-face contacts. About 40% of the respondents indicate some experience of at least one problem related to Internet use, but only 1.8% marked the presence of all problems addressed. Most significant predictors for problem indicators, except for age, relate to “time” and time consuming activities such as gaming, other activities online or computer skills.

APA Citation
Karine Helmersson Bergmark, Anders Bergmark, and Olle Findahl (2011).
Extensive Internet Involvement: Addiction or Emerging Lifestyle?
Int. J. Environ. Res. Public Health, 2011 8, 4488-4501; retrieved from Google Scholar. DOI: 10.3390/ijerph8124488

 

GROKK SMASH!!

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