Surprising results: Virtual games players stick close to home

February 14, 2009

In the real world, tracking a person's social network -- which could include hundreds of contacts that serve different purposes -- is nearly impossible.

But in online virtual games like EverQuest II, where tens of thousands of people leave digital traces as they chat with one another, perform quests together, form groups and buy and sell goods, researchers have found a gold mine of networking data.

That's where social scientist and engineer Noshir Contractor comes in. Contractor, the Jane S. and William J. White Professor of Behavioral Sciences at the McCormick School of Engineering and Applied Science at Northwestern University, and his collaborators are studying nearly 60 terabytes of data from EverQuest II, a fantasy massive multiplayer online role-playing game where players complete quests and socialize with each other.

The researchers analyzed this data along with a survey of 7,000 players -- making it one of the largest social science research projects ever performed, Contractor said.

Contractor will discuss their surprising results in a presentation titled "Social Drivers for Organizing Networks in Communities," which will be part of the "Analyzing Virtual Worlds: Next Step in the Evolution of Social Science Research" symposium at the American Association for the Advancement of Science (AAAS) Annual Meeting in Chicago.

The group has mined the data logs from the game to look for "structural signatures" that indicate different kinds of social network configurations.

"We can see whom these players talked to, whom they played with, and all the other interactions and transactions they had," Contractor said. "In many ways it's a microcosm of our existence in the general social world."

The researchers found that 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.

But what most surprised Contractor was that even though players could play the game with anyone, anywhere, most people played with people in their general geographic area.

"People end up playing with people nearby, often with people they already know," Contractor said. "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."

Worldwide, nearly 45 million people play massive multiplayer online role-playing games like EverQuest II, 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.

"This is not a trivial issue," Contractor said. "Now that we have the computing power to study these networks, we can explore different theories about social processes on a scale that was never possible before."

Source: Northwestern University

Explore further: Ruling on transatlantic data transfers puts US tech firms in rough water

Related Stories

Tracking the digital traces of social networks

February 14, 2009

Why do we create and maintain social networks? Most people can immediately think of a few natural reasons -- we get something from the interaction, or the person is nearby and is close to us in proximity, age or gender.

Virtual studies answer real questions

February 14, 2009

"Are online games just for male teenagers?" About 80 percent of "Ever Quest II" players are male, but the hardcore players are women. And, almost all players are adults.

Recommended for you

From a very old skeleton, new insights on ancient migrations

October 9, 2015

Three years ago, a group of researchers found a cave in Ethiopia with a secret: it held the 4,500-year-old remains of a man, with his head resting on a rock pillow, his hands folded under his face, and stone flake tools surrounding ...

Mexican site yields new details of sacrifice of Spaniards

October 9, 2015

It was one of the worst defeats in one of history's most dramatic conquests: Only a year after Hernan Cortes landed in Mexico, hundreds of people in a Spanish-led convey were captured, sacrificed and apparently eaten.

Who you gonna trust? How power affects our faith in others

October 6, 2015

One of the ongoing themes of the current presidential campaign is that Americans are becoming increasingly distrustful of those who walk the corridors of power – Exhibit A being the Republican presidential primary, in which ...

Ancient genome from Africa sequenced for the first time

October 8, 2015

The first ancient human genome from Africa to be sequenced has revealed that a wave of migration back into Africa from Western Eurasia around 3,000 years ago was up to twice as significant as previously thought, and affected ...


Adjust slider to filter visible comments by rank

Display comments: newest first

not rated yet Feb 15, 2009
I don't see anything surprising here. Such games are most fun if you are playing with friends. Yes you can make new friends in the game but it's not that easy, and it's made harder by social differences, language barriers and especially by time differences. In the end you are much more likely to bring your old friends into the game then to create a new network.

There are plenty of new international friendships made but they are certainly less common then ones originating from RL, by a large margin.
not rated yet Feb 15, 2009
I play online games and I mainly play with 2 of my brothers. This is in the same room. But if you play online you are bound to encounter people several time zones away. Online networks are somewhat non-arbitrary: they digitally represent existing geographical population densities. This makes me question the value of the data that can be gleaned.
not rated yet Feb 17, 2009
Agreed with Wicked. A number of online game servers and their associated reach is georestricted. I play with a friend in the US, and we had to proxy his machine just so that my server turned up on his list of selectable realms.

In addition - researches took data sets ONLY from Everquest? Not really a wide reaching scope now is it?

Please sign in to add a comment. Registration is free, and takes less than a minute. Read more

Click here to reset your password.
Sign in to get notified via email when new comments are made.