Posts Tagged ‘Psychology’

Identity Crisis!

As gamers we are used to adopting new identities. We then discard them the same way a snake sheds it’s skins. We change between personalities as often as a girl changes her clothes. Want a make-over? Start playing a new game or create a new character. You can be the hero of Gotham City, you can be Ronaldo, you can be Lara Croft. Or maybe you just want to be a more ideal version of yourself. The possibilities are endless. This begs the question – As gamers, are we all suffering from some strange form of multiple-personality disorder?

For myself, I’ve never felt all my (sometimes wildly opposing) personality traits fit very well into just one person. As a result of this, as well as being a very playful person in general, I have gone by many different names – both in games and in real life.

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Does gaming impact my dreams?

Last night I had a dream I did not enjoy. In it I was having a conversation with a particularly irrational person who insisted on things that were so illogical that I simply thought to myself: “This is impossible, I’m just going to wake up now because there’s no point to this conversation”. So I did. When awake I realised that by telling myself to wake up I must have been aware of my dreaming state. A lucid dream in other words. How long had I been aware of the fact that I was dreaming I wondered. The whole night? I kept thinking about the subject of lucid dreaming as I stared up at the ceiling unable to fall back asleep. Eventually I got up. Some late-night (or rather early-morning) browsing of the Internet showed me that “hardcore” gamers  (characterized in part by regular playing sessions of more than 2 hours, several times a week) are more prone to lucid dreaming than the average person. Could this be true? It’s a captivating thought indeed.

Psychologist Jayne Gackenbach and her colleagues found many effects that gaming seem to have on our dreams in their research.

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Why we develop feelings for people we meet in games

After reading the comments to Pyxis piece “Red’s Lesson”  my head was buzzing with thoughts. Hearing these stories of people falling for someone they meet online in a game is very interesting and it’s a story I’ve heard many times before. The number of people this seems to happen to surprised me greatly when I first started playing an MMO.

Seeing the comments in Pyxis post reminded me of what I read about “The Online Disinhibition Effect” when I was guest writing for Rav about why we ‘troll’.  This study by John Suler presents six features of online society which can elicit us to act differently than in the real world.

“Everyday users on the Internet—as well as clinicians and researchers1–7—have noted how people say and do things in cyberspace that they wouldn’t ordinarily say and do in the face-to-face world. They loosen up, feel less restrained, and express themselves more openly. So pervasive is the phenomenon that a term has surfaced for it: the online disinhibition effect.”
The Online Disinhibition Effect, John Suler 2004

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Social Identity and Guilds in MMORPGs

As you might have noticed by now I am always keen to know the reasons why people choose to game, especially in MMOs. The answer to this can reveal so much. So please, humour me for a second and answer me this:

Which of the following reasons describes your motivation for gaming most accurately?

  1. I like competition and enjoy pushing myself to be better.
  2. As well as meeting new interesting people, I play to spend time and maintain contact with the friends I have made in game.
  3. I log in order to sometimes get a break from RL by exploring virtual worlds, characters and story lines.

Of course we are most likely effected by more than one of these motivations but it is possible that one of them is more dominant than the rest. Are you an achievement, social or immersion focused gamer? What is interesting in thinking about this question is that it can effect how important your “Online Social Identity” is to you.

How we are seen by others is extremely important to us in real life but it clearly also transcends to online gaming. Let me explain myself.

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Why do we ‘troll’? – Guest writing for Rav!

Good morning fellow gamers! The other day my friend Ravanel kindly asked me if I wanted to guest write on her blog today. Of course I said yes. So since my sleeping routines are getting no better and my addiction for writing you guys new blog posts is getting worse (!!!) I’ve been typing away on a new article exploring answers to the question “Why do we troll?”.

“Everyday users on the Internet—as well as clinicians and researchers1–7—have noted how people say and do things in cyberspace that they wouldn’t ordinarily say and do in the face-to-face world. They loosen up, feel less restrained, and express themselves more openly. So pervasive is the phenomenon that a term has surfaced for it: the online disinhibition effect.” -The Online Disinhibition Effect, John Suler 2004

This is the subject examined in my latest blog post. To read it, jump over to the Ravalation blog and check it out here. Happy trolling everyone!

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The Psychology Behind Character Creation – Part 2

A little while ago I wrote an article about why we make our characters look the way they do. To follow up on this I have conducted a few interviews with SWTOR players asking them questions about characters they’ve made. Something I quickly picked up on was the relationship with the players motivation for gaming and the attitude he or she had towards character creation. There’s a very clear connection between these two which you will be able to see for yourself below. If you haven’t already read the original article about the psychology behind character creation I would recommend you follow the link and do so first.

The Psychology Behind Character Creation – Part 1

Here are the summaries of four interviews highlighting some different attitudes to character creation and it’s importance:

 

Aaree
The Harbinger

Aaree tells me that the first character she makes in a new game generally is a slightly idealised version of her self. It’s got similar features as that of her own physical self. The alts that come after can differ a lot but tend to unnamed (2)have one or two things in common like the eye colour or make up. She gears her characters to suit the role they play.

“As in the case with my healer sage wearing robes, ect” she explains.unnamed

Almost all of her characters are female and have always been since she started gaming years ago. Aaree does have a male character that she is very fond. She tells me she has spent a lot of time getting his appearance just right.

From talking to Aaree it is obvious that immersion is important to her when playing a game like SWTOR. This is clear from looking at everything from the way her character looks to how she gears them and even makes choices in the story fitting the personality traits she has assigned the character. Her main is female and so are most of her alts. They look either very much like her or are very different but with one or two similar characteristics (such as being human, same gender or even eye colour). If she goes for other species then these tend to be human like in their appearance, marialans or cyborgs for an example. Similarities such as these will make it easier to feel a sense of immersion into the story. It is also a way for us to explore different sides of our own personalities within the safe environment that gaming provides.

 

 

Snave
The Red Eclipse

Snave tells me that he spent more time making his main character but then modeled the other characters that came later after that. This due to a combination of limited character design options in the games he plays and him “being pretty lazy about this stuff”. He has spent much more time customising his characters outfits ect than he did in the initial character creation he informs me.

When asked if he finds his main resembles him in any way he answers: “Unfortunately I am not blue, nor do I have red eyes. I guess we have similar hair at a push but to answer the question; no I do not model characters after myself normally.”

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The Psychology Behind Character Creation

In real life there is no appearance modification station and in order to alter the way we are seen by the rest of the world we have to resolve to less flexible means. We can change our clothes, get tattoos or piercings. We can colour our hair, style it or choose to shave it. We can even go down a “body size” or two by changing our diet or going to the gym yet it’s pretty clear that our real life customization tools are far more limited than those in game. When we enter the virtual world of online gaming it is so easy to make the avatar representing us look however we want them to. So what lies behind the choices we make when we create these in game manifestations of ourselves?

Recent research is telling us that when our choice is not effected by in game mechanics (for an example choosing to be a certain class for a stat increase) we are prone to want to create slightly idealised versions of ourselves. This said we don’t necessarily seek perfection. Often a flaw or other resemblance to our own physical selves helps us relate to the character we are playing.

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Ranked PvP and why Bioware needs it

Every day millions of people all over the world interact with each other in online environments known as MMORPGs. Asking these players why they play reveals a wide variation of motives. Nick Yee made a study of this subject. Using this I will tonight write down a short and (hopefully) easy to read analysis of the long term benefits that could be gained from a functional ranked PvP scene.

Let us start by asking why people play these types of games. If we can first articulate the motivations then this provides a foundation to explore the methods of creating a satisfying in game environment. For game developers finding out more about player motivation is important since it can emphasise how certain game mechanics may attract or alienate different types of players. Though Bartle’s Player Types is a well-known player taxonomy it would be hard to use on a practical basis unless it was validated with more verifiable data. I will instead use the paper by Nick Yee: Motivations for Play in Online Games. In this study three main components emerged as the principal incentives.

motivation-to-play-online-game-7-728

If we now take a closer look at rated gaming in SWTOR we have two types of ranked PvP queues available (even if they are highly dysfunctional due to reasons like imbalance between classes and poor matchmaking resulting in the existing population feeling discouraged to queue).

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