A research team from the University of Wisconsin–Madison has a paper out this month purporting to show that Pokemon Go play essentially makes people happier, or more specifically, is associated with being happy. Having surveyed 399 US adults last summer, the team concludes that playing the game “was associated with various positive responses (increased positive affect, nostalgic reverie, friendship formation, friendship intensification, and walking), most of which predicted enhanced well-being” and that “two indirect effects of gameplay were moderated by social anxiety.”
According to the University, the researchers asked
“questions about [subjects’] emotional and social lives and levels of physical activity before segueing into Pokemon. More than 40 percent of their respondents turned out to be Pokemon Go players, and those people were more likely to be exercising — walking briskly, at least — and more likely to be experiencing positive emotions and nostalgia. […] They were also more social. Players were more likely than nonplayers to be making new friends and deepening old friendships.”
SuperData was rather famously quoted all throughout the industry at the end of 2016 following its research-backed proclamation that virtual reality was the “biggest loser” of the holiday gaming sales season. But this week, the company has issued an infographic suggesting that VR is now “on the rise” and its best days are ahead of it.
Last November, the research firm adjusted its original estimates for VR sales after both Sony and Google saw significantly fewer than anticipated VR headsets sold to consumers. However, SuperData explained at the time that headsets were suffering from “supply inconsistencies,” poor sales tactics during the holidays, and the absence of high-demand games and apps to drive sales — none of which was irreversible.
The new infographic anticipates a “steep rise” in VR adoption over the next few years, though it’ll be one still vastly overshadowed by the use of TV, phones, and PCs. While SuperData suggests most of the profits are in the devices themselves right now, it predicts that by 2020, revenue from VR will near $40B US and eventually be more evenly distributed over hardware and software.
Gambling in video games has been a huge topic for devoted MMORPG players over the last year or so, as core MMOs like Guild Wars 2, Star Wars: The Old Republic, and Elder Scrolls Online have added or tweaked lockboxes, Path of Exile has raised the bar on lockbox transparency, Valve has been hassled by regulatory bodies for enabling underage gambling, and countries have considered classifying certain MMO practices as gambling for the purposes of regulation.
But it’s probably worth remembering that there is a very real and legitimized online gambling gaming industry out there competing for your dollars (in fact, some of them occasionally pop up in our remnant ads, depending on where you live, and we have to get out the mallet).
It’s all explained in a new report the analysts at SuperData prepared for the Dutch government as an overview of gambling practices in digital games, from the “social casinos” of Zynga and trading card games to e-sports bets and in-game item wagering.
Friends, enemies, ladies, gentlemen, morphean blobs, and colours out of space, we know that the most pressing question on your mind when you read this site is how you know everything is objective. Objectivity is one of the highest goals of Massively Overpowered, specifically because we set up a tall shelf and put a piece of paper that says “objectivity” on the top of it. It is very high off of the ground. Bree and Justin rely on the rest of us to assure them that yes, it is in fact there.
But how do you, the reader, know that this is the case? How can you be certain that no trace of subjectivity is tainting your article and that everything you read here is entirely verifiable by objective reality? It’s a problem that we sat up long nights considering.
So we’re happy to announce the introduction of the new Massively Overpowered Objectivity Guide and App. Read on to find out how this new feature of the site will ensure that everything you read on the site is safe and entirely objective, whether you’re on mobile or on your desktop.
Quantic Foundry, the games research group we’ve been tracking ever since it posted its original Gamer Motivation Model, has a new piece out this month on competition and community.
Dr Nick Yee (yes that Nick Yee) explains that one of the things his team’s survey and resulting model have demonstrated is that commonly held assumptions about the “spectrum” of MMO players — that is, “warm, fuzzy, social care bears on one end” and “cold, anti-social, competitive griefers” on the other — are wrong. In fact, he argues, the model shows that competition is not the opposite of community; on the contrary, “there is a strong positive correlation between competition and community,” disassociated from the gender and age of the respondents. This is the kind of stuff a lot of our readers are going to love, especially since the researchers are smashing related assumptions (like that ganking is PvP or that competition necessitates conflict).
So for this week’s Overthinking, I sent the summary of the research to our writers and asked them to discuss whether Yee’s results match their experiences when it comes to community and competition.
Happy SuperData day! That’s the monthly holiday when we pore over the market analysis report, freak out over something doing well, freak over something doing poorly, and then fight over definitions, the evils of trusting paywalled science, and why more MMOs aren’t on the current list. This round, there’s lots to bicker over — but also some bits to celebrate in the February 2017 charts of top-grossing game titles.
On PC, while League of Legends, Crossfire, and Dungeon Fighter Online continue their top-three dominance, the rest of the roster has seen a bit of a shake-up, as Overwatch has fallen from #4 to #6 and World of Tanks has pushed past it as well as World of Warcraft. WoW’s status is a tad confusing; last month, SuperData began reporting Western and Eastern WoW separately, even though it does not appear to be doing that for any other game. This month, it’s omitted the West/East tags but still has two entries for WoW, so we’re left to assume to top one is still West as it was last month.
On console, ARK: Survival Evolved has fallen from its #4 spot to #6. As always, we point out that ARK: Survival Evolved has yet to formally launch, and it’s absurd that it’s on this list at all, but fools and their money and all that.
If the world was to end this week, how would people react? That’s an interesting question to ponder in the abstract, but researchers took this hypothetical one step further by looking at an MMORPG wipe to map out the behavior of players at the end of their virtual world.
In a recent study, a research team looked at a massive amount of data — over 270 million player records — from the conclusion of ArcheAge’s beta. The purpose was to try to get a feel for human behavior during “end times” and draw possible parallels to what might happen in our world. While there was some anarchy and nasty behavior, the study notes that a majority of people mostly played out their remaining time in the social sphere. Quests and other progression paths were abandoned, while more players simply grouped up for fun and to take on interesting challenges.
If you care at all about space (and you should, because we’re all in it), you probably heard about NASA’s discovery of the Trappist-1 system with seven rocky exoplanets at the right range for water and life. It’s incredibly cool news, and it’s made even cooler by the fact that Elite: Dangerous is adding in the data for a system at the right location and distance to ensure that you can fly out there and explore it for yourself.
Of course, that’s less of an accomplishment than it might seem, because it turns out the star and the planets were already there.
All right, that’s not exactly true, but Elite: Dangerous did have a star system in just about the same place, with almost the same star and close to the right number of planets. It’s all based on the game’s predictive system, which tries to guess at what’s out there in the void even when we don’t know about it. The location will be brought in line with what we now know to be true in the next patch, but still, how nifty is it that the two line up so well?
Those of you who’ve known me a while probably know that my husband is an astrophysicist, which means that astronomy is a passion in my house, and I’m thrilled when his field overlaps with mine as it does today: CCP Games has announced a new “citizen science” project, whereby it will work with multiple universities and the Massively Multiplayer Online Science group to put players to “work” hunting for exoplanets — not in New Eden, but in our real universe.
“Within EVE’s virtual universe, players will interact with real-world astronomical data provided by the University of Geneva through a fully integrated part of the EVE Online game experience called Project Discovery. Once enough players reach comparative consensus on classification of the data, it will be sent back to the University of Geneva for use in refining the search for exoplanets.”
You doubtlessly have a pretty clear idea of what goes on in EVE Online
at this point. Players mine resources, build ships, screw one another out of money and resources, and complete scientific research projects as a group. If you didn’t know about that last one, though, perhaps you’d like to take a look at how the game integrated research work for the Human Protein Atlas into the game’s ongoing stories
and got players to do a huge amount of scientific work while
playing the game.
The short version, of course, is that this is exactly the way that crowd-sourced science can work, allowing lots of people to do the hard number crunching and producing results without taking up high-end research time. The article recounts previous attempts at crowdsourcing scientific work such as Folding@home, with CCP Games aiming to make the experience feel like satisfying gameplay without removing the scientific component. So it turns out that you weren’t just killing miners for their resources, you were doing so for science.
Or at least you would have been doing it for science if that had been part of the project. But the thought is still there.
The analysts at SuperData have released to the public part of a report on December 2016’s gaming industry today, calling December a “weak month for retail software sales in the United States” following its “worst December in two decades,” though console revenue was booming with a “record sales quarter.”
Over on the PC side, the top-grossing games list hasn’t changed much since November. League of Legends, Crossfire, Dungeon Fighter Online, and World of Warcraft still sit in the top four slots; while the bottom has reshuffled, with CS:GO and Overwatch bumping up a bit, it’s still the same ol’ games.
On the mobile list, however, Pokemon Go has fallen from the top slot to #4 (it’s cold out there!). Collectible card games are continuing to make piles of money off us, too.
Just in time for your New Year’s resolution, we reported on how Pokemon Go was featured in a peer-reviewed study on getting people to move more. But truthfully, Pokemon and Nintendo have built exercise games several times in the past, and Niantic never advertises PoGO as an exercise game. It’s an ARG. In fact, the official site never mentions exercise, just exploring. That being said, we don’t really think of adventurers or explorers as being slugabeds. So what is PoGO doing with exploration that gets people to exercise, and is it really that effective?
Quantic Foundry, the gaming analytics consulting firm we’ve been following since late 2015 thanks to its Gamer Motivation Model, has a new blog post out this week that purports to break down participation rate in various gaming genres, including MMOs, by gender.
Parsed from 270,000 self-submitted surveys gamers have submitted to date — 18.5% of which are from women — Quantic’s data appear to reinforce some of the basic stereotypes in gaming: two-thirds of match 3 gamers are women, almost all tactical shooter fans are dudebros, women play more high-fantasy MMOs than sci-fi MMOs, that sort of thing. But there are some interesting surprises. For example, a smaller percentage of World of Warcraft players are women than the genre numbers on the whole.
“23% of World of Warcraft gamers are women. This is substantially lower than the group average (36%). A lot of game researchers (Nic and I included) focused on studying WoW as an exemplar of online gaming, but it looks like WoW was not only an outlier in terms of market success, but also in terms of its demographics relative to other games in the genre.”