
Professor Noshir Contractor from Northwestern University and his colleagues recently data-mined the massive 60-terabyte dataset released by EverQuest II. In case someone out there has never heard of EverQuest, it’s an online roll-playing game occupying the spare time of about 45 million people.
Noshir found some interesting results as a result of his efforts. First off, those 45 million people are NOT mostly teens. The average age was much higher. And despite having the entire world literally at their finger-tips, people still tended to network with their geographical neighbors.
“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.”
I would have expected some grouping due to language barriers, but the geographical localization far exceeds that. I wonder if the even stronger statement could be made that players tend to play with people they previously knew?
A survey was also distributed to 7,000 players. Using the results of the survey, Professor Contractor found disproportionate rates of self-reported depression vs. the general population. Additionally, he found that players tended to understimate how much time they devoted to the game, and that women are generally the most devoted and content (but apparently don’t like to play with other women!).
Hmmm…. So perhaps the guys are depressed because after long hours of playing EverQuest with mainly other guys they realize after the game has been switched off they still don’t have a girlfriend? Whereas women spend their time mostly getting attention from lots of admiring EverQuest men so it makes up for not having a boyfriend?
One thing this shows is that patterns can exist in data, but the reasons behind those patterns may still be a mystery. I wonder if Professor Contractor has plans to follow up his research with a further survey to try to tease out of players why they interact the way they do – now that he knows how they interact!
Whatever the next step, it was an interesting series of finds extracted from a massive dataset. Please refer to the original article written by Megan Fellman from Northwestern University’s news center. You can also visit Professor Noshir Contractor’s blog.
-Lyndie Chiou
