
 Rank: Admin Groups: Administration
Joined: 10/20/2007 Posts: 1,525 Points: 3,139
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Raph has a good post on the SOE data dump and some of the stuff they have gleamed from it. I am pretty amazed at this one: (from Raph's post) Quote: * “Gender turned out to be a negative influence on interactions: even after their low numbers were taken into account, female players avoided interacting with each other.” * “Time zones had some influence; players in the same time zone were 1.25 times more likely to partner than players even one time zone apart.” * “players within 10 kilometers of each other were five times more likely to interact. Contractor concluded that, for the typical player, the game simply offered a way of continuing their real-world social interactions in a virtual setting.” * “The average age of players turned out to be 31.” * “their body mass index was better than the US average and, although they were slightly more depressed than average, they were also less anxious.” * “a small subset of the population—about five percent—who used the game for serious role playing and, according to Williams, “They are psychologically much worse off than the regular players.” They belong to marginalized groups, like ethnic and religious minorities and non-heterosexuals, and tended to use the game as a coping mechanism.” * “Older women turned out to be some of the most committed players but significantly under-reported the amount of time they spent in the game by three hours per week (men under-reported as well, but only by one hour).”
I NEVER expected it to be that high. I always assumed mid 20s.
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 Rank: One of the Main Weird Groups: Member
Joined: 11/1/2007 Posts: 142 Points: 432
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Well, bear in mind that SOE have been in the game a long time. I was in my mid 20s when I started playing EQ; today I'm the wrong side of that average :)
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