|  
  
 | 
  
               
              Why does EQ appeal to you?How much satisfaction do you get from 
 ?
 How much does it bother you when 
 ?
 How appealing/unappealing would these changes be?
 Is EQ the best computer game you have ever played?
 Do people learn anything from EQ?
 The Play-Nice Rules
 Would you hack the game if you could?
 Trust: Environment and Gender
 
   Respondents were asked to rate on a scale from 1 
              (Strongly Disagree) to 5 (Strongly Agree) a list of statements pertaining 
              to why the game is appealing to them. While EverQuest falls under 
              the RPG genre, EQ players were least likely to agree that the ability 
              to pretend to be someone else is what makes the game appealing to 
              them (M(1233)=3.30). The top three reasons chosen for what makes 
              EQ appealing were: 1) I can explore a fantasy world (M(1235)=4.41), 
              2) I get satisfied from achieving goals (M(1239)=4.22), and 3) I 
              enjoy the social interactions (M(1232)=4.20). 
 Female players are significantly more likely than 
              male players to enjoy the social interactions within the game (T[1205]=-4.57, 
              Mmale(1020)=4.16, Mfemale(187)=4.43, p<.001), and to find the 
              escapist element appealing (T[1205]=-2.33, Mmale(1019)=3.78, Mfemale(188)=3.96, 
              p=.02). Male players, on the other hand, are significantly more 
              likely to enjoy feeling powerful within the game (T[1206]=2.19, 
              Mmale(1019)=3.66, Mfemale(189)=3.48, p=.03). Players who score in the top quartile of Openness 
              find the exploration aspect significantly more appealing than players 
              who score in the bottom quartile (T[590]=-3.91, Mbottom(266)=4.26, 
              Mtop(326)=4.48, p<.001). Players who score on the top quartile of Extraversion 
              find achieving goals significantly more appealing than players who 
              score on the bottom quartile (T[651]=-3.42, Mbottom(323)=4.08, Mtop(330)=4.28, 
              p<.001). We see the same kind of significant difference in Agreeableness 
              (T[613]=-4.32, Mbottom(334)=4.09, Mtop(281)=4.35, p<.001) and 
              Conscientiousness (T[531]=-4.1, Mbottom(252)=4.08, Mtop(283)=4.35, 
              p<.001). Players who score on the bottom quartile of Neuroticism 
              find social interactions significantly more appealing than players 
              who score on the top quartile (T[514]=2.91, Mbottom(258)=4.26, Mtop(258)=4.08, 
              p=.003). Players who score on the top quartile of Extraversion find 
              social interactions significantly more appealing than players who 
              score on the bottom quartile (T[648]=-5.38, Mbottom(322)=4.00, Mtop(328)=4.32, 
              p<.001). We see the same kind of significant difference in Openness 
              (T[590]=-4.62, Mbottom(267)=4.01, Mtop(325)=4.31, p<.001), Agreeableness 
              (T[610]=-7.00, Mbottom(333)=3.95, Mtop(279)=4.39, p<.001), and 
              Conscientiousness (T[531]=-1.99, Mbottom(251)=4.10, Mtop(282)=4.24, 
              p<.001). Players who score in the bottom quartile of Conscientiousness 
              find the escapism aspect significantly more appealing than the players 
              who score on the top quartile (T[524]=2.55, Mbottom(251)=3.93, Mtop(278)=3.71, 
              p=.01). Players who score in the top quartile of Openness find the 
              escapism aspect significantly more appealing than the players who 
              score in the bottom quartile (T[590]=-2.23, Mbottom(266)=3.74, Mtop(326)=3.92, 
              p=.03). We see the same kind of significant difference in Neuroticism 
              (T[514]=-4.74, Mbottom(257)=3.62, Mtop(259)=4.03, p<.001). Players who score in the top quartile of Agreeableness 
              find that the game is significantly more helpful in relieving stress 
              than those players who score in the bottom quartile (T[613]=-4.61, 
              Mbottom(334)=3.49, Mtop(381)=3.89, p<.001).  Players who score on the top quartile of Neuroticism 
              find the feeling of being powerful significantly more appealing 
              than those in the bottom quartile T[512]=-4.59, mbottom(257)=3.34, 
              Mtop(257)=3.76, p<.001). Players who score in the bottom quartile 
              of Openness find the feeling of being powerful significantly more 
              appealing than those in the top quartile (T[590]=2.24, Mbottom(267)=3.63, 
              Mtop(325)=3.50, p=.03). We see the same kind of significant difference 
              in Conscientiousness (T[530]=3.35, Mbottom(251]=3.72, Mtop(281)=3.42, 
              p<.001). Players who score on the bottom quartile of Extraversion 
              find the ability to pretend to be someone else significantly more 
              appealing than those in the top quartile (T[650]=22.1, Mbottom(323)=3.41, 
              Mtop(329)=3.23, p=.02). Players who score on the top quartile of 
              Neuroticism find the ability to pretend to be someone else significantly 
              more appealing those in the bottom quartile (T[514]=-4.72, Mbottom(255)=3.06, 
              Mtop(258)=3.50, p<.001). More 
              recent findings on this issue can be found at the "Facets" 
              report.  
 Respondents were given a list of situations in EQ 
              where they might gain satisfaction from, and were asked to rate 
              on a scale from 1 (None at All) to 4 (A Lot) how much satisfaction 
              they got from each. Female players get significantly more satisfaction 
              than male players from killing mobs (T[1496]=-2.17, Mmale(1256)=2.77, 
              Mfemale(242)=2.89, p=.03), from completing a quest (T[1495]=-3.80, 
              Mmale(1255)=3.43, Mfemale(242)=3.61, p<.001), from crafting a 
              complex trade skill item (T[1487]=-3.90, Mmale(1248)=3.1, Mfemale(241)=3.35, 
              p<.001), and from making friends in EQ (T[1492]=-5.60, Mmale(1253)=3.3, 
              Mfemale(241)=3.59, p<.001). 
 
 Respondents were given a list of situations 
              in EQ which might bother them, and were asked to rate on a scale 
              from 1 (Not at All) to 4 (A Lot) how much each bothered them. Male 
              players are significantly more likely than female players to be 
              bothered when they die (T[1494]=2.88, Mmale(1255)=2.96, Mfemale(241)=2.78, 
              p=.004). Female players are significantly more likely than male 
              players to be bothered when newbies beg for money or items (T[1495]=-5.65, 
              Mmale(1256)=2.87, Mfemale(242)=3.29, p<.001). 
 
 Respondents were given a list of hypothetical changes 
              to EQ, and were asked to rate from 1 (very unappealing) to 5 (very 
              appealing) as to how appealing the changes would be. Male players 
              are significantly more likely than female players to find it appealing 
              to be able to upload a photo of your face to be the face of their 
              character (T[1494]=2.50, Mmale(1254)=2.79, Mfemale(242)=2.57, p=.01), 
              to have more weapon types (T[1493]=4.52, Mmale(1253)=4.16, Mfemale(242)=3.9, 
              p<.001), and to have more spell types (T[1496]=2.13, Mmale(1256)=4.31, 
              Mfemale(242)=4.19, p<.001). Female players are significantly 
              more likely than male players to find it appealing to be able to 
              have enhanced emotes, expressions and gestures (T[1495]=4.28, Mmale(1255)=4.17, 
              Mfemale(242)=4.4, p<.001). 
 
 The majority (72.0%, N=1708) of EQ players 
              feel that EQ is the best computer game they have ever played. Female 
              players are significantly more likely than male players to feel 
              that EQ is the best computer game they have ever played (%male(1410)=70.3, 
              %female(269)=82.3, p<.001). 
 
 About 80% of EQ players feel that people do learn 
              something from the game. Female players are significantly more likely 
              than male players to feel that many valuable things can be learned 
              from the game (%male(1023)=27.5, %female(189)=36, p<.01). 
   Players who feel that they learn many 
              things from EQ score significantly higher on Agreeableness (T[566]=3.78, 
              Mmany(305)=19.0, Mlittle(263)=18.1, p<.001), Conscientiousness 
              (T[566]=3.15, Mmany(305)=15.6, Mlittle(263)=14.8, p=.001) and Extraversion 
              (T[566]=2.70, Mmany(305)=15.4, Mlittle(263)=14.5, p=.007) than those 
              players who feel that they learn very little of value from playing 
              EQ. 
 The majority (67.7%, N=1702) of players feel that 
              the Play-Nice Rules either made no difference or actually made things 
              worse. Players who feel that the Play-Nice Rules made things worse 
              are significantly younger (F[2,1665]=18.5, p<.001) than those 
              who feel that the rules made no difference (Tukey HSD, Mworse(214)=22.5, 
              Mnochange(950)=25.7, p<.001) or made things better (Tukey HSD, 
              Mworse(214)=22.5, Mbetter(538)=26.4, p<.001). 
  
 
 About one-fifth (20%, N=1707) of EQ players 
              would hack the game if they could. Male players are significantly 
              more likely than female players to hack the game if they could (%male(1409)=22.5%, 
              %female(269)=9.7%, p<.001). Players who would hack the game if 
              they could are significantly younger than those who would not (T[1671]=3.74, 
              Myes(341)=24.1, Mno(1332)=25.9, p<.001). 
 
 In a Flash-implemented experimental design that 
              manipulated the variables: environment (normal chat-room/EQ) and 
              gender (male/female), EQ players were randomly assigned to one of 
              the 4 possible scenarios (2 presented here): 1) "You've been adventuring with a male 
              character, and during a medding break the player says that he's 
              22 and lives in France. Do you believe him?2) "You are in a normal chatroom, and during a private message 
              dialogue with someone she says that she's 22 and lives in France. 
              Do you believe her?"
 Participants were then asked to rate on a 5 point 
              scale, ranging from "Absolutely Not" (1) to "Absolutely" 
              (5), whether they would believe the individual. There was a significant 
              effect between environments (F[1,661]=10.64, p=.001), and it was 
              found that EQ players were more likely to believe the individual 
              in the EQ condition rather than the chat-room condition (Tukey HSD, 
              Meq(312)=3.53, Mchatroom(357)=3.22, p<.001). The gender of the 
              presented individual also produced a significant effect (F[1,661]=8.63, 
              p=.003), and it was found that EQ players are more trusting of male-presenting 
              personas than female-presenting personas (Tukey HSD, Mmale(326)=3.52, 
              Mfemale(343)=3.24, p<.001). The gender of the participant did 
              not produce a significant effect.   
 |  |  |