Finding of the week #2

Guild size

During my ongoing literature review I often discover interesting facts about things I’ve never thought about. Sometimes I can connect these facts with my own observations: The result is mostly a completely new idea why things are as they are. Maybe these ideas are new to you, too. Therefore I’ll share my new science based knowledge with you!

This week: I read the paper „The life and death of online gaming communities: a look at guilds in world of warcraft“ [1]. The authors investigated the group dynamics and social networks in virtual worlds. During gameplay players are often experiencing the „necessity of grouping“ [2]: Most of the endgame content isn’t doable alone, therefore players need to form a group in order to achieve these difficult goals. If the players are like-minded they can also form a persistent group: a guild.
This „finding of the week“ is all about the guild size results found in this investigation and the recommendations the authors made.

The results of this paper have shown that 90% of the existing guilds are formed by a maximum of 35 members. In classic-WoW most of the end-game raid instances were designed for a group of 40 players. Considering these two facts, most of the guilds had to form alliances with other guilds to be able to tackle the 40-men raid instances.
I’ve experienced the same during my classic-WoW raiding time: I was in a guild that was in an alliance with several other guilds. But until I’ve read this paper [1] I was never considering this situation as a WoW-wide issue or even as an issue in general.
I had a lot of friends playing in guilds with more than 40 members and our way of forming an alliance was a good way to achieve raiding goals. It was even a more epic feeling: You need to form huge groups consisting of several guilds to fight the evil forces. Additionally there were enough other content like 5- oder 10-men intances which could be solved by players of a the same guild.

Blackwing Lair 40-men raid

Blackwing Lair 40-men raid

The paper also gives an overview about the solutions and adaptations Blizzard has implemented allowing almost every guild to complete a raid instance: After the release of the first WoW addon „The Burning Crusade“ (2007) most of the end-game raid instances were designed for only 25 players – Karazhan and Zul’Aman were even 10-men instances. The second addon „Wrath of the Lich King“ (2008) implemented the option to choose between 10- and 25-men difficulty.

Firelands 10-men raid

Firelands 10-men raid

It’s an interesting fact that players of a MMORGP are mostly enjoying small groups. Although the game is played by masses of players the same time, the majority of people only have few fellows. As already mentioned in the paper [1], this result might indicate a limit of group size – humans can only have a certain amount of stable relationships the same time [3] – in online spaces.

Finally the results gave me an additional point of view: It was not only the difficulty of getting 40 player online the same time or the hard work of finding 40 like-minded players which caused the development of the much smaller instances. This research has shown that Blizzard’s changes align with the limit of group size in online spaces. It’s also fascinating how games like WoW are offering a social environment which is allowing real group dynamics.

References

[1] Ducheneaut, Nicolas; Yee, Nick; Nickell, Eric; Moore, Robert J. (2007): The life and death of online gaming communities: a look at guilds in world of warcraft, in: CHI 2007 Proceedings of the SIGCHI conference on Human factors in computing systems, pp. 839 – 848.

[2] Yee, Nick (2009): Befriending Ogres and Wood-Elves: Relationship Formation and The Social Architecture of Norrath, in: Game Studies, 9 (1).

[3] Dunbar, R. I. M. (1993): Coevolution of neocortical size, group size and language in humans, in: Behavioral and brain sciences, 16 (4), pp. 681 – 735.

Finding of the week #1

Avatar hair style

During my ongoing literature review I often discover interesting facts about things I’ve never thought about. Sometimes I can connect these facts with my own observations: The result is mostly a completely new idea why things are as they are. Maybe these ideas are new to you, too. Therefore I’ll share my new science based knowledge with you!

This week: I read the paper „Body and mind: a study of avatar personalization in three virtual worlds“ [1]. The authors investigated the customization of avatars in virtual worlds (Maple Story, Second Life and World of Warcraft) and the choices the users made during their process of creating an own avatar. Additionally the authors investigated the attachment of the users to their avatars.
This „finding of the week“ is all about the World of Warcraft results found in this investigation and the recommendations the authors made.

Creating a WoW avatar is quite simple: You can customize your character using only five design options: Hair style, hair color, facial characteristics, facial modifications (beards, piercings, etc) and skin color.

Creating an avatar

Creating an avatar

The results of the investigation have shown that there is a significant difference between the importance of these design options:

  1. Hair style (most important)
  2. Facial characteristics
  3. Hair color
  4. Skin color (least important)

During gameplay the avatars are mostly wearing some kind of armor like robes, plate armor, etc. Therefore most of the body is covered and the skin color isn’t visible anymore. Additionally most players are using a third person perspective with a great distance to their avatar to gain a better overview about the world. So the facial characteristics are becoming, in comparrison to the other characteristics, unimpressive. A fancy haircut instead, at least when the display of the helmet is turned off, is visible over a great distance and helps to distinguish the own virtual presence from the other avatars.

The recommendations of this paper follow two different ways: On the one hand, it’s mentioned to improve the visibility of facial characteristics. Users should be able to see easier the appearance of their avatars. On the other hand, the paper suggests to improve the customization features of the hair style.

Barber's shop in Stormwind Citiy

Barber’s shop in Stormwind Citiy

As I read this option, suddenly the barber’s shops added in patch 3.0.1 reached a completely new dimension in the whole context of avatar customization in WoW. Until this point, I was considering the barber as a really cool thing but I’ve never recognized the hair style as a very important feature of improving my avatar. To me, the facial characteristics and skin color were more important than the hair style of my avatar.

Getting a new hair style

Getting a new hair style

Science improved my knowledge – players like to customize their hair style! Maybe I should try a new hair cut as well … oh wait … I’m a worgen …

Maybe another hair color ... like green?

„Alright: I’ve got hairy palms. So what?“

[1] Ducheneaut, Nicolas; Wen, Ming-Gui; Yee, Nick; Wadley, Greg (2009): Body and mind: a study of avatar personalization in three virtual worlds, in: CHI 2009 Proceedings of the SIGCHI conference on Human Factors in computing systems.

Working while traveling

As already mentioned in the previous blog post I was traveling to Northern Norway. But the stay on the Lofoten was not only vacation: I’ve also managed to work on my literature review for my Ph.D. At first I was not sure if I can manage to do both things the same time: enjoying the stay on the Lofoten and doing serious work. In retrospective I can now say it worked perfectly!

I managed to work on my computer while waiting for the next flight, during a flight and of course every evening. All in all it was a nice mix between relaxing in the amazing landscape and doing serious stuff: Being out in the nature helps me a lot to order my thoughts. I was mostly energized after we returned from an excursion to continue my work.

Due to the internet I even was able to search for some new papers and to do some additional internet research. I really enjoyed the concept of being able to work without having a lot of restrictions because I was abroad. Actually I managed to write the first version of my exposé.

Although I would define my work as „glocal“ it is nice being at my own desk again. On the other hand I miss the awesome landscape …

Veröffentlicht unter Ph.D

Expedition – Northern Lights

We traveled to the Lofoten (Northern Norway) from March 4th to March 12th to gain first-hand impressions of the northern lights. And yep, we were successful!

A picture is worth a thousands words:

Northern Lights

Northern Lights
© Oberdörfer 2013

Northern Lights

Northern Lights
© Oberdörfer 2013

Northern Lights

Northern Lights
© Oberdörfer 2013

Northern Lights

Northern Lights
© Oberdörfer 2013

Northern Lights

Northern Lights
© Oberdörfer 2013

Northern Lights

Northern Lights –
I was there
© Oberdörfer 2013

Ramberg Beach

Ramberg Beach
© Oberdörfer 2013

Uttakleiv

Uttakleiv
© Oberdörfer 2013

Stamsund

Stamsund
© Oberdörfer 2013

Cod

Cod
© Oberdörfer 2013

Lots of snow

Lots of snow
© Oberdörfer 2013

Svolvaer Airport

Svolvaer Airport
© Oberdörfer 2013

1 Year Anniversary!

Unbelievable!

1 year anniversary

It’s been a year since I released my research website. So many interesting things like the writing of my master thesis and the finding of my Ph.D advisor happened during this period of time. In short: It was an awesome year! And suddenly, I can celebrate the first year anniversary of Learning-by-Gaming.net.

Thank you to all of my supporters!