League of Legends: Testing the Effects of Suspense, Surprise, and Friendship on Satisfaction and Entertainment Brian Lance, Wenjie Zhang, Jose Santiago-Calderon, Sean Bjurstrom, Carlin Crisanti SSSPE / Economics, IST / Data Analytics, SSSPE / Politics Overview What is League of Legends? Model: Suspense and Surprise Analysis Plan This project seeks to explore two questions using Big Data from the world’s most popular computer game today, League of Legends: League of Legends is a free online computer game developed by Riot Games and released in 2009. It is referred to as a Multiplayer Online Battle Arena (MOBA). Premise: Why do people consume useless information? Why do people read mystery novels? Why is a close tennis match more fun to watch than a land slide? 1. Receive Raw Data: Riot Games has informed us that the raw data will be delivered as dozens (possibly hundreds) of separate SQL tables. (1) Does playing with friends leads to more satisfying game experiences? Ravaja et al (2005) argue that playing with friends may create a greater sense of personal connection during the game, giving players more satisfaction regardless of whether they win or lose. It is extremely popular, with an estimated 67 million monthly players, and peaks of 7.5 million concurrent players. Theory: People have preferences for being surprised or held in suspense. They often consume useless information for entertainment value, preferring experiences which cause a greater sense of suspense and/or surprise. 2. Assemble Working Datasets: Once we’ve received the data, we will write server-side scripts to produce unified, working SQL tables that can be analyzed in statistical analysis software. Setup: An audience (agent) consumes non-instrumental (useless) information inducing suspense and/or surprise about the true state, which is gradually revealed by the information designer (principal). In our case, the agent is the typical LoL player and the principal is Riot Games. 3. Exploratory Analysis: Starting out with hundreds of variables, we will run model selection techniques to identify the most important variable subsets: Lasso (Tibshirant, 1996; R package: glmnet), “post-double-selection” (Belloni, et al., 2014) and Principal Component Analysis (R package: pls and prcomp). Model Components 4. Testing the Model: The primary challenge will be to develop suspense and surprise scores for each game. This means we need a method for estimating player’s beliefs throughout a game. Our first strategy will be to use model-based predictions of victory as a substitute for subjective player beliefs. Personal accounts track each player’s match history and provide bonuses as they continue playing the game. (2) Does the experience of suspense or surprise increase the entertainment value of playing a match? In a recently introduced theoretical economic model of suspense and surprise, Ely, Frankel and Kamenica (2015) argue that one reason people consume non-instrumental (i.e. useless) information is because they derive entertainment value from suspenseful and surprising experiences. Current Status: After several conversations with the data provider throughout the winter, we submitted our final data request in early April and are waiting to receive raw data (expected June 2015). Gameplay screenshot Objective: Destroy opposing team’s base (called the “Nexus”), located in the opposite corner of the map. True state Belief at time t about probability of true state Belief path throughout the game (ends at true state) “Anticipated beliefs” at time t Preference for Suspense: Utility increases with increases in the variance of anticipated beliefs about the true state. Setup: Players summon/choose a champion to play with and join or create a team. The champions are all sci-fi / fantasy characters (see left). Arena: Each match involves two teams of 5 battling on a symmetric map called Summoner’s Rift (see below). Preference for Surprise: Utility increases with increases in the distance between current beliefs and previous beliefs. 5. Testing Playing with Friends: We anticipate that social effects will be straightforward compared to suspense and surprise. We will simply observe the effect of joining a game with friends on satisfaction ratings and the likelihood/hazard that that they immediately play again. Match loading screenshot, top team vs bottom team Example of high suspense: Djokovic beats Federer References Bainbridge, William Sims. "The scientific research potential of virtual worlds." science 317.5837 (2007): 472-476. Castronova, Edward. "On virtual economies." 752 (2002). Castronova, Edward. Synthetic worlds: The business and culture of online games. University of Chicago press, 2008. Castronova, Edward et al. "As real as real? Macroeconomic behavior in a large-scale virtual world." New Media & Society 11.5 (2009): 685-707. Ely, Jeffrey, Alexander Frankel, and Emir Kamenica. "Suspense and surprise." Forthcoming in Journal of Political Economy (2013). Ravaja, Niklas, et al. "Spatial presence and emotions during video game playing: Does it matter with whom you play?." Presence: Teleoperators and Virtual Environments 15.4 (2006): 381-392. Tibshirani, Robert. "Regression shrinkage and selection via the lasso." Journal of the Royal Statistical Society. Series B (Methodological) (1996): 267-288. To begin this process, we will run a series of predictive models in order to identify the in-game variables that best predict which team will ultimately win. Using this, we will generate probability vectors of the outcome at each moment in a game, and use this to generate scores for overall suspense and surprise. Then we will test the model by looking at whether the suspense and surprise scores predict positive post-game player satisfaction ratings and the likelihood/hazard that a player will immediately start another game. Summoner’s Rift, bird’s eye view Example of low suspense: Murray beats Nadal