Running head: EVOLUTIONARY MOTIVES OF PLAYING MMOGS 1 Title: Unifying Motives of Socializing and Achievement in MMOGs – the Case of Pro- and Antisocial Behavior from an Evolutionary Perspective Daniel Pietschmann, Georg Valtin, Benny Liebold, and Peter Ohler Chemnitz University of Technology Authors Note Institute for Media Research, Chair of Media Psychology Chemnitz University of Technology, Germany Corresponding author contact information: Daniel Pietschmann Institute for Media Research, Chair of Media Psychology Chemnitz University of Technology Thueringer Weg 11, 09126 Chemnitz, Germany daniel.pietschmann@phil.tu-chemnitz.de EVOLUTIONARY MOTIVES OF PLAYING MMOGS 2 Unifying Motives of Socializing and Achievement in MMOGs – the Case of Pro- and Antisocial Behavior from an Evolutionary Perspective With the growing importance of Massively Multiplayer Online Games (MMOGs) since the release of World of Warcraft (Blizzard Entertainment) in 2004, online gaming communities have developed into a new cultural environment where some players literally spend most of their lifetime. Cooperative gaming is a key feature of MMOGs, and this creates a fruitful environmentwhereby social interactions happen not only to enact game-related communication but also as a new space for socialising– meeting new players and fostering virtual relationships. Therefore, the notion of ’third places‘ (Oldenburg, 1999) as informal, social spaces (besides home and work) has often been transferred to MMOGs. Past studies have examined social interaction in different virtual environments (e.g. Biocca & Levy, 1995; Rheingold, 1993; Turkle, 1995; Walther, 1996) focusing on the similarities and differences of real life and virtual life social behavior of users. Empirical findings suggest that several theories concerning appearance and behavior from social psychology can be applied to digital games (e.g. Merola, Peña, & Hancock, 2006; Nick Yee, 2006). Additionally, new social interaction effects could be observed in virtual worlds (e.g. proteus effect???; N. Yee & Bailenson, 2007). However, social interaction in MMOGs suffers from one major drawback, and that is players can interact anonymously through their avatars. It is therefore questionable whether social interaction processes reflect previously reported real life behavioral patterns or not (Wang & Wang, 2008). This paper seeks to further explore and explain behavioural patterns of MMOGplayers from an evolutionary perspective by studying two important player motives: socialising and achievement. And the interaction between these two? EVOLUTIONARY MOTIVES OF PLAYING MMOGS 3 Social Interaction in MMOGs Reflects Evolutionary Stable Behavior Players benefit from several motivational properties of MMOGs that enable them to experience fun. Recent approaches demonstrated that socializing and achievement (i.e. success) are two of various aspects that motivate players (e.g. Bartle, 2004; Wu, Wang, & Tsai, 2010; Nick Yee, 2006). Despite the players’ anonymity in MMOGs, they are forced by the respective game’s design to cooperate in the long run. Therefore, success-oriented players will need to cooperate with other players. We argue that social interaction between players in terms of evolutionary psychology is basically a matter of resource management to gain resources. We further suggest that considerations of resources outweigh the mere need for socialization. Players need to take certain actions that eventually result in an accumulation of resources, i.e. success. There are three basic types of social behavior: antisocial behavior, prosocial behavior, and behavioral patterns that evoke others’ prosocial behavior. Examples of antisocial behavior include quitting cooperation, cheating, or social loafing. These behavioral patters can be considered as either a mechanism preventing players from investing further resources into uncertain encounters, or as behavior that increases one’s own resources by exploiting others. The fact that players act anonymously through their avatars facilitates this behavioral pattern. However, no cooperative culture can evolve in the latter kind of environment. Therefore, players will have to some extent invest their resources into other players, i.e. showing prosocial behavior. Even if this behavioral pattern results in a short time decrease of resources, players can eventually profit from additional resources: Because each game server will have to establish its own social interaction conventions over time, with players investing their resources into other players the emergence of a culture of reciprocal altruism (Trivers, 1971) is facilitated. The combined resources of players result in a better access to the more difficult but also highly EVOLUTIONARY MOTIVES OF PLAYING MMOGS 4 rewarding game content. Therefore, when players show prosocial behavior, they presume that their investments pay off later. Players have several possibilities to increase their chances of receiving prosocial behavior. First, players can enhance their avatars’ physical appearance (clothes, physical attractiveness). Research in social psychology found that physical attractive persons receive more help than less attractive persons (e.g. Benson, Karabenick, & Lerner, 1976; Harrell, 1978; West & Brown, 1975). In MMOGs the avatars’ sex significantly determined helping behavior (e.g. Lehdonvirta, Lehdonvirta, & Baba, 2011). This is especially true for first encounters (Fetchenhauer & Bierhoff, 2004), when our knowledge of another person is limited to their physical appearance—however, during interaction it was found, that attitude similarity has a greater effect on perceived attractiveness than physical attractiveness (e.g. Byrne, London, & Reeves, 1968). Second, as the latter findings indicate, the effects of behavioral patterns during interaction processes by increasing one’s own perceived likeability are more significant. In MMOGs these behavioral patterns include friendly conversations, use of friendly smileys and emotes, self-disclosure, and–more generally–spending time on socializing. If players succeed in their course of seeking help, they can use the virtual cultures potential of being “payed back” one’s investments. Therefore, we argue, that considerations of resource investments are at the core of social interaction. Despite the possibility of anonymously exploiting others, players implicitly consider resource investments and pay-off in order to maximize their success through reciprocal altruism. Additionally, we presume, that behavioral indicators weight more heavily than the mere motive of socializing. In order gather evidence for this assumption, we conducted three experiments and one online survey. EVOLUTIONARY MOTIVES OF PLAYING MMOGS 5 General Methodology Prior quantitative research mainly relied on online surveys and laboratory experiments. However, these design approaches suffer primarily from drawbacks in internal and external validity. Therefore, experiments should be conducted within MMOGs as “virtual laboratories” (Barnett & Coulson, 2010). They should measure the behavior of users in typical game situations instead of artificially created setups. To emphasize the fact that our research is based on players' behavior in natural situations, we call this type of field experiment in virtual environments “in situ experiment” (authors, in press). Study 1 – Effects of Approach Strategy and Reward Offers To test, whether approach strategy and reward offers influence helping behavior, we sent participants (N = 120) an in-game message containing gold without prior notification. After one week they received another message that requested them to send the gold back. We varied the content of this message in a 2×2 between-subjects design (pleading vs. direct; reward vs. no reward). Results did not show any significant main effects. The interaction term also remained non-significant at p = .09 presumably indicating a lack of power. However, data suggest that neither approach strategy nor reward offer resulted in a higher degree of returned money. Study 2 – Effects of Attractiveness and Anticipated Investment To compare the effects of avatar attractiveness and anticipated resource investments we asked players (N = 80) to show us the direction to a specific destination. In order to show helping behavior players would have to invest a maximum of five minutes of their limited playtime, which is often considered as their most important resource. We varied female avatars’ attractiveness (long vs. short hair; ordinary vs. appealing clothing) and participants’ anticipated investment (high vs. low) in a 2×2×2 between-subjects design. We measured helping behavior as EVOLUTIONARY MOTIVES OF PLAYING MMOGS 6 an ordinal variable with different levels indicating the amount of resources players were willing to invest. Both main and interaction effects did not significantly contribute to the overall model fit, R² = .12 (Cox & Snell), .13 (Nagelkerke), Model χ²(9) = 10.28, n.s.. However, anticipating low resource investment significantly predicted the probability of being helped, b = −1,20, Wald χ2(3) = 4.06, p <. 05. Therefore, it could be argued that the anticipated investment outweighs the effects of another player’s physical appearance. Study 3 – Effects of Non-Confirmative Behavior on Antisocial Behavior To test the hypothesis, whether players’ misbehavior is associated with other players’ antisocial behavior in order to minimize wasted resources we conducted an experiment with ten dungeon runs per type of misbehavior (determined by pretest; mild, medium, strong) performing the respective behavior. We used a maximum level warrior class avatar and the in-game dungeon finder tool to be randomly associated to groups. We measured intensity of reactions and reaction times via chat logs. Results showed a significant linear relationship between type of misbehavior and frequency of reactions by group members, M2(1) = 5.09, p < .05. We further found a significant linear trend in the data: As more severe misbehavior was shown, the intensity of the reaction increased, J = 208.50, p < .01, r = 0.45. The group’s reaction time was not significantly influenced by the severity of misbehavior, H(2) = 4.94, n.s.. Study 4 – Comparing Real and Virtual Resource Investment A major problem of analyzing resource investments in MMOGs is the lack of comparability between results from real and virtual world experiments. Generally, prosocial behavior in real life situations requires a rather high degree of resource investment (e.g. material investments, taking personal risks) compared to situations in virtual worlds (investing time). EVOLUTIONARY MOTIVES OF PLAYING MMOGS 7 From this point of view, one could argue that small acts of prosocial behavior do not differ in perceived investment and should therefore only be determined by players’ general disposition to help. However, our results indicate a linear relationship between anticipated investment and the willingness to help others. We therefore conducted an online survey (N=42), where we asked participants to compare virtual (e.g. healing others) to real life helping acts (e.g. giving a beggar money). Results indicate that helping behavior in MMOGs is perceived as a greater resource investment than the mere investment of time would suggest. words: 1499 EVOLUTIONARY MOTIVES OF PLAYING MMOGS 8 References authors. (in press). Methodology of measuring social immersion in online role-playing games: Exemplary experimental research on social interactions in virtual worlds. In T. Quandt & S. Kröger (Eds.), Multi.player - Social aspects of digital gaming. London: Routledge. Barnett, Jane, & Coulson, Mark. (2010). Virtually real: A psychological perspective on massively multiplayer online games. Review of General Psychology, 14(2), 167-179. doi: 10.1037/a0019442 Bartle, Richard. (2004). 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