The Psychology of Video Games

Posts Tagged ‘Blizzard Entertainment

Anonymity and Blizzard Forums

with 20 comments

Earlier this week Blizzard dropped a big AoE by announcing that it was greatly reducing user anonymity on its Starcraft II and World of Warcraft forums. Everybody who posts on those boards will soon have their real first and last names displayed. So Trolly McTrollpants will no longer be able to post under that name …unless that’s what it says on his credit card. Which seems doubtful.

(Update: A few days after making the announcement, Blizzard recanted due to rather loud and displeased reactions from players. They have noted, though, that they still have other plans for changing the behavior of their forum posters.)

Aside from wanting to make Battlenet (the system that handles matchmaking and other socially oriented tasks for players of Blizzard games) more of a social networking tool, the intent of this change seems to be to bail out some pretty nasty bathwater from the forums, even if that means a few smiling babies get tossed, too. Trolls, flames, and vitriol in 48 flavors seem to be a big problem in the official forums. Given WoW’s stupefyingly large player base, the company has too big a community, which is a weird but apparently real problem. I imagine its forum moderators and community managers are overwhelmed and this nuclear option of sharing real names is meant to do two things: 1) reduce the number of people using the forums, and 2) make people be nicer to each other by robbing them of their anonymity. I think it will succeed at both, though it’ll be a bumpy ride.

As I’ve written about before, anonymity has some well known psychological effects. People who feel like less of an individual because they’re an anonymous part of a group may be more likely to look to social cues and the behavior of other group members to determine their own behavior, and this often results in their being antisocial jerks. Reducing anonymity can in turn reduce this kind of behavior and make people a little more likely to be courteous and hold their tongue if that’s how they’d behave in face to face interactions. So I think Blizzard is likely to see results from this. It’ll also be magnified by the number of thoroughly anti-social jerks who withdraw from the forums entirely because they don’t want to risk reprisal for their actions.

(Personally I think they’re making the right move, though it’ll cost them. Also among those leaving will be those who value their anonymity for other reasons –because they’re women who don’t want to deal with other players’ knowing it, because they don’t want others to know about their hobby from a Google search, or because of any other plausible reasons. But I guess that Blizzard has done the social arithmetic and decided that those are acceptable losses in the face of making their forums usable.)

What’s fascinating to me, though, it to wonder how Blizzard might be trying to measure the impact of this decision internally. I mean, technically Blizzard isn’t really doing anything to increase accountability for your posts; they’re just changing the social and psychological context. If I were working there and put in charge of this task, I’d first identify some metrics that would be of interest. Some of them are no brainers, like the number of new posts/replies and new account registrations. But you could get creative, too. You could look at random posts and get measures of how frequently certain words are used, ranging from rude phrases (“stupid” “shut up” “noob” and the like) to curse words and euphemisms for curse words. Maybe you’d want to look at average word count per post, too, since derogatory and pithy one-line replies might be less frequent than more thoughtful replies. There are probably already lots of existing models of verbal aggression out there in the psychology literature that you could draw from to make your predictions.

Once I had those metrics figured out, I’d ideally do a phased rollout of different forums or different regions that would allow me to have a control group under the status quo and an experimental group that gets the Real ID treatment. You could then collect data for a week or a month, then compare the two groups on those metrics. Or, if you just had to do a simultaneous rollout of the changes across the board (pardon the pun) then you could use archival data to do before/after comparisons.

So there you go, Blizzard, if you’re not already doing something along those lines, you should and you should even look to publish it in one of the new academic journals addressing video games and electronic media. People have been hypothesizing about this stuff before, but nobody has ever had a chance to actually test it on this scale. My consulting fee can be paid in purples and epic mounts.

Written by Jamie Madigan

July 7, 2010 at 8:13 pm

Framing and World of Warcraft’s Rest System

with 23 comments

One of my favorite things about human psychology is how a punishment can be turned into a reward just by changing the way it’s framed. A few years ago a friend of mine was serving on the board for a large conference and negotiating a contract with the hotel where the event would take place.1 Part of the contract dealt with giving hotel room discounts to a limited number of attendees, but they were first come first served, after which the room price would go up. My friend wrestled with how to present this to attendees, grumbling about how he was having to tell people he was punishing them by raising the prices if they made last minute plans to attend the conference.

“Dude,” I said, ’cause I really do say things like that, “It’s not a penalty for late registration, it’s a reward for people who register early.” And with that, the wording on the conference registration changed from “late registration fee” to “early registration discount.” And nothing else changed, except that people probably thought it was more fair.

WoW Framing

Word of Warcraft framing. Get it? Eh? Eh? Eh, yeah, you're right, it's not that funny.

In a recent episode of the nifty Idle Thumbs podblast2 Gamasutra’s Chris Remo articulated another great example of this kind of simple framing in how World of Warcraft’s “rest bonus” system came about:

In World of Warcraft what they did when they first designed the game was they had an experience system that would, over time, lower the amount of experience you got because [Blizzard] wanted to encourage people to play for like two hours at a time instead of twelve hours at a time. So the longer you played you’d get this experience degradation and then it would bottom out and at that point it would be a fixed rate of experience. And people just hated it.

And so they went back and [Blizzard's Rob Pardo] was like allright, basically what we did was we made everything in the game take twice as much experience to achieve as before and then we flipped it. So actually what happens is you start getting 200% experience and eventually it goes back down to 100%. So that effectively now how they spin it is that if you log out for a while you get this 200% boost when you log back in! And then over time it goes away and you just get regular 100% experience. It’s EXACTLY the same as it was before, except NOW everyone is like “Fuck yeah, Blizzard, this is exactly what I want!”

So, in other words, people hated the system when it was presented as a penalty for playing too long at a stretch, but they loved it when it was framed as a reward for taking a break. Even though the results were exactly the same. Such is the magic of framing.

  1. Hi Steve! I know you read this! []
  2. Wizard, bird noise, horse bag, etc. []

Written by Jamie Madigan

March 16, 2010 at 10:22 pm

How Social Identity Theory Predicted the Console Wars of ’07

with 13 comments

Fanboys. You don’t have to be a very experienced browser of gaming-related forums to see your share of discussions fouled by flames between people hysterically defending their favored game/console/genre/whatever and attacking everything else in sight. Some of it is deliberate trolling, for sure, but not always. There were (and still are) way too many Xbox owners ready to point and laugh at the Playstation 3′s lack of games. Or good luck trying to find someone who will stand up as a fan of BOTH Halo AND Killzone.1

Why do gamers do this? One word: “social identity theory.”

Fans

Typical Fans

This theory explains (or at least predicted) the Great Console Wars of today and tomorrow. In one study, psychologist Henry Tajfel and his colleagues brought together teenage boys2 and asked them to express preference for one of two sets of paintings, saying that their choice would place them in one of two otherwise arbitrary groups. Thus sorted, the boys then participated in a separate study where they distributed (fake) money to their fellow subjects under a variety of conditions. But here’s the key: each boy was told whether those to whom he was doling out the virtual cash were in “his” group or in the “other” group.

I’ll bet you can guess the results: subjects showed stark favoritism for people who had liked the same set of paintings as they had and who were thus in “their” group. Remember that like messageboard denizens, these kids had absolutely no self-interested reason to do this –they weren’t rewarded for favoring their group and they weren’t given any reason to expect their fellow group members to return the favor and be best friends forever. They just did it because they considered those strangers to be “us” and –perhaps more importantly– the rest to be “them.”3

Tajfel and his collaborators theorized that people have a natural tendency to construct identities based on group membership. Part of who you are –and how you communicate that to others– is defined by what groups you belong to. And we naturally want to belong to high-status groups, right? Okay, fine, but everything is relative; a group isn’t high status unless there’s a low status group for it to be contrasted against. So not only do some people identify themselves as Xbox fans, they attack Playstation owners in order to raise their status. This tendency is human nature, the researchers concluded, and a lot of other data support them. What’s more, we’re perfectly willing to do it at the drop of a hat.

Some savvy game designers even build this kind of thing into their game, the biggest example being Blizzard’s long-standing “Horde vs. Alliance” rivalry in World of Warcraft. Some folks will roll toons on either side of the divide, but many hardcore players will vigorously stick to just one side, and Blizzard happily plays this rivalry up in the player versus player aspects of the game.

One of the most interesting uses of social identity theory I’ve seen, though, was pulled off by Valve Software during their recent “Demoman versus Soldier” event for Team Fortress 2.

Valve uses social identity theory for fun and profits

Harnessing their flabbergasting ability to track gameplay stats through Steam, Valve promised a new in-game weapon for the class (Demoman or Soldier) that scored the most overall kills against his opponent during a certain time frame. The results were nuts as people chose sides, let rockets/stickies fly, and created renewed buzz for the game.4

I think the Soldier explained it best on the Official Team Fortress Blog:

Gentlemen, I have NO IDEA what this weapon is. I don’t even know if I’ll WANT it. But BY GOD, I know what’s IMPORTANT, and it’s that WE get it and the DEMOMAN DOES NOT.

This is psychological warfare at its finest.

  1. And don’t even get me started on the whole “table versus jetski” debacle. []
  2. There’s the bulk of your console war soldiers right there, in fact. []
  3. Tajfel, H., Billig, M. G., Bundy, R. P., & Flament, C. (1971). Social categorization and intergroup behavior. European Journal of Social Psychology, 1(2), 149-178. []
  4. In case you were wondering, Soldier won the shootout, but just barely –6,372,979 Soldiers gibbed vs 6,406,065 Demomen. []

Written by Jamie Madigan

January 11, 2010 at 12:01 am