Quantification of EQ Players 162
Nick Yee writes: "As part of a psychology thesis project, I collected data from about 4000 individual EverQuest players who together filled out about 25,000 surveys that focused on many facets of personal and social dynamics in real-time 3D immersive virtual worlds, such as: gender differences, gender-bending, addiction, friendships, romantic relationships, people who play with romantic partners and so on. Both quantitative and qualitative data were collected.
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Re:I didn't find any of this especially... (Score:4, Informative)
There are plenty of interesting tidbits, though. For one, females are likely to be attracted to the game by their SO. Female charactors tend to get unsolicited help a lot more, while male charactors tend to be taken more seriously [note that this refers only to the charactors, not the players--the section on "gender bending" illuminates this quite a lot, from telling us that a lot of the people play a charactor of the opposite gender because they like the looks of them, to telling us about some guys who like to play women for the deferential treatment]
Granted, none of it is exactly earth-shattering, but it's still an interesting read if you have any interest in what motivates people.
Journal of Virtual Environments (Score:2, Informative)
Suggested reading materials (Score:3, Informative)
Great book. Provides excellent insight into the psychology of RPG gamers.