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The gamer experience: investigating
relationships between culture and usability of
Massively Multiplayer Online Games

Authors: Dr. Panagiotis Zaharias
Dr. Anthony Papargyris
Presented at University of Cyprus
5/3/2010
 preliminary discussion...
 User Experience is a consequence of users
internal state, characteristics of the designed
system and the context of use
 Impact of culture is of great importance while
understanding user experience
 The increasing use of global systems in different
cultural contexts and observations that different
people think in different ways, put forth the issue
of the degree to which the use of such systems is
really a matter of culture.
 preliminary discussion...
 Early days:
 HCI research focus on the instrumental quality of
interactive products/systems
 Traditional view of usability: task is the pivotal point of
user-centered design techniques

 Emergence of User Experience: beyond the
instrumental
 a broad term related with a wide variety of meanings
ranging from traditional usability to beauty, hedonic
and affective aspects of technology use
 Towards a more holistic and positive HCI
 Focus on creating positive emotional outcomes such as
joy, fun, pride, intrinsic motivation etc., rather than just
preventing usability problems
MMOGs
 Massively Multiplayer Online Games (MMOGs)
represent a new genre in the online games industry
 MMOGs present virtual worlds with an embedded
task-accomplishing scenario (i.e. missions) where
participants can engage in cooperative or solo
practices.
 the games virtual world is active almost 24/7 and
available for a gamer to enter and interact
 Most commercial MMOGs require a monthly
subscription and gamers assume the role of a fictional
character, named as avatar or character
 there are hundreds commercial MMOGs released and
many others in the stage of development or beta testing.
The concept of culture
 Culture is always a collective phenomenon, because it is
at least partly shared with people who live or lived within
the same social environment, which is where it is learned.
It is the collective programming of the mind that
distinguishes the members of one group or category of
people from another (Hofstede, 1980)
 Socially shared meanings may be grounded in language,
geographical proximity and history at the boundaries of
the nation-state shared by people who live or have lived
within the same social environment (Hofstede, 1980).
 These shared qualities may include common norms,
beliefs, and values as well as particular ways of
categorizing shared experiences.
The concept of culture
 Theories and models focus on some aspects or
dimensions of culture
 Hofstedes model supports that world cultures
vary along consistent, fundamental dimensions
 Dimensional models group together a number of
phenomena in a society, which were empirically
found to occur in combination into dimensions.
Hofstedes cultural dimensions
 Power-distance: this dimension refers to the extent to
which less powerful members expect and accept
unequal power distribution within a culture.
 Collectivism vs. individualism: individualism
pertains to societies in which the ties between
individuals are loose and every one is expected to
look after himself or herself and his or her immediate
family. Collectivism pertains to societies in which
people from birth onwards are integrated into strong,
cohesive in-groups.
Hofstedes cultural dimensions
 Femininity vs. masculinity: femininity pertains
to societies in which the gender roles overlap
while masculinity pertains to societies in which
the gender roles are clearly distinct
 Uncertainty avoidance: this dimension refers to
the extent to which the members of the culture feel
threatened by uncertain or unknown situations
 And a fifth dimension: long vs. short-term
orientation. This dimension focuses on the degree
the society embraces devotion to traditional values
and to forward thinking values (Hofstede & Bond,
1988)
Culture, interface design and usability
 HCI research focus on culture as a potentially
important factor that can affect user performance
and satisfaction (and other emotional states)
toward an interface
 Two research streams: one focuses on culture
effects on Information Technology design (web
design, cell phones design etc.) while the other
investigates how culture affects the perception and
application of several usability evaluation
methods.
Research questions
What is the relationship between the cultural
variables and the usability of the game?
 What is the relationship between Power Distance and
the usability of the game?
 What is the relationship between Individualism and
Collectivism and the usability of the game?
 What is the relationship between
Femininity/Masculinity and the usability of the game?
 What is the relationship between Uncertainty
Avoidance and the usability of the game?
Context of the study
 EVE Online
(http://play.eveonline.com/en/home.aspx )
 Released on May 2003 by Crowd Control
Production (CCP) - 250,000 gamers
 The virtual world of EVE is located in a distant
galaxy, with over 5,000 solar systems.
 Characters are represented in EVE as spaceship
pilots
Design characteristics of EVE
 EVE design is based on a multiple window
application following the MS Windows style of
interaction and controls.
 Users mainly rely on the use of the mouse to
interact with other objects and control various
aspects of the game.
 Almost every object is clickable and a drop down menu
lists the actions a gamer can perform on it. There are
two main interface schemes that a gamer can
experience. One while she/he pilots a spaceship in
space and one when she/he is docked inside a station
(1) Neocom
toolbar
(2) The Ship
Control Panel
(3) The Overview
scanner
(4) Space
environment
outside the
spaceship
(5) Locked
objects
(6) Chat windows
(7) A clock plus any minimized windows
Instruments
 Two questionnaires were used in this study: the
Gamer Background questionnaire and the
usability questionnaire
 Usability questionnaire was adapted from a
questionnaire-based usability evaluation method,
which was developed to assess e-learning
usability (Zaharias, 2004)
 Usability
measures: Navigation & Control,
Learnability, Accessibility, Consistency, Visual
Design, Interactivity, Content & Resources, Media
Use, Learning Strategies Design, Feedback,
Assessment, Player Guidance & Support, Socialization
and Motivational Usability.
Subjects and data collection procedure
 Online questionnaire in English and Greek version
 No specific tasks - Two weeks, 307 gamers
responded from 19 countries worldwide
 Netherlands (15.31%), Canada (14.33%), Greece
(13.36%), Sweden (12.05%), and France (10.10%), etc.
 Most of the gamers were males (98.37%) and adults
(46.91% between 26 and 36 years old and 32.57%
between 36 and 50 years old).
 51.14% reported playing on an average of three to four
hours per day, while 13.03% more than six hours per
day.
 The majority of the participants were old and
experienced gamers (34.85% one to two year old and
20.20% more that two years old)
Analysis & Results
Scores of Hofstedes Cultural Variables for each Country
Countries

PDI

ICI

MFI

UAI

score

Score

score

score

Argentina

49

46

56

86

Australia

36

90

61

51

Austria

11

55

79

70

Canada

39

80

52

48

Denmark

18

74

16

23

Finland

33

63

26

59

France

68

71

43

86

Greece

60

35

57

112

Hong Kong

68

25

57

29

Japan

54

46

95

92

Netherlands

38

80

14

53

New Zealand

22

79

58

49

Norway

31

69

8

50

Portugal

63

27

31

104

Singapore

74

20

48

8

Sweden

31

71

5

29

Switzerland

34

68

70

58

Turkey

66

37

45

85

United Arab Emirates

80

38

53

68
Country and participants allocation in relation to cultural variables
Cultural
variables

Countries represented in the study and number of participants representing each
cultural variable

Participants
representing each
cultural variable

LPD

Argentina (1), Australia (20), Austria (12), Canada (44), Finland (10), Denmark (22),
Netherlands (47), New Zealand (8), Norway (10), Sweden (37), Switzerland (9)

220

HPD

United Arab Emirates (1), Turkey (5), Singapore (1), Portugal (6), Japan (1), Hong
Kong (1), Greece (41), France (31)

87

IND

Australia (20), Austria (12), Canada (44), Denmark (22), Finland (10), France (31),
Netherlands (47), New Zealand (8), Norway (10), Sweden (37), Switzerland (9)

250

COLL

Argentina (1), Japan (1), Hong Kong (1), Greece (41), Singapore (1), Portugal (6),
United Arab Emirates (1), Turkey (5)

57

MAS

Argentina (1), Australia (20), Japan (1), Hong Kong (1), Greece (41), Austria (12),
Canada (44), Switzerland (9), United Arab Emirates (1), New Zealand (8)

138

FEM

Denmark (22), Finland (10), France (31), Netherlands (47), Singapore (1), Portugal
(6), Turkey (5), Norway (10), Sweden (37)

169

LUA

Denmark (22), Canada (44), Sweden (37), Singapore (1), Hong Kong (1), New
Zealand (8)

113

HUA

United Arab Emirates (1), Turkey (5), Switzerland (9), Portugal (6), Norway (10),
Netherlands (47), Japan (1), Greece (41), France (31), Argentina (1), Australia (20),
Austria (12), Finland (10)

194
Usability ratings of EVE Online
Analysis & results
 What is the relationship between Power Distance
and the usability of EVE
 Correlation analyses were performed between each of
the usability variables and the participants country
scores for PDI.
 One relationship was found to be statistically significant
(at the .05 level): Power distance had a correlation with
Media Use of r =.119

 What is the relationship between Individualism
and Collectivism and the usability of EVE?
 One relationship was found to be statistically significant
(at the .05 level): Individualism and Collectivism had a
correlation with Feedback of r =.138
Analysis & results
 What is the relationship between Masculinity and
Femininity and the usability of EVE?
 Masculinity and Femininity had a correlation
with:









Navigation of r = .-178 (significant at the .01 level),
Learnability of r = .-115 (significant at the .05 level),
Consistency of r = .-183 (significant at the .01 level),
Visual Design of r = .-165 (significant at the .01 level),
Interactivity of r = .-133 (significant at the .05 level),
Media Use of r = .-119 (significant at the .05 level),
Feedback of r = .-119 (significant at the .05 level), and
Socialization of r = .-195 (significant at the .01 level)
Analysis & results
 What is the relationship between
Uncertainty Avoidance and the usability of
EVE Online?
 One relationship was found to be statistically
significant: Uncertainty Avoidance had a
correlation with Feedback of r = .-152 (at the .
05 level).
Analysis & results
Design implications
 For instance, regarding the LPD and HPD groups, significant
differences were found for feedback:
 It seems that participants from countries that represent LPD
rated higher on feedback; (gamers requests for feedback
from experts i.e., game developers in accomplishing tasks
and solving problems via the games communication
channels)
 When people from LPD countries interact with a less
structured and formal Web environment, they usually prefer
shallow hierarchies and do not seek authoritative feedback
and guidance.
Design implications
 For example: a Swedish player (LPD) asked for More
freedom to players! On the other hand, a Portuguese
gamer (HPD) notes: Every time me or a corp/guild mate
have a problem, GMs look like robots on their response
and they almost never help . . .
 Assessment was also rated higher by participants from
feminist-oriented countries
 Assessment refers to opportunities for self-assessment in order to
increase the chances for success and to reach the games
objectives. In EVE include try-and-error followed by detailed
analyses of the results based on the games mechanics and logic
but also on open discussions with other gamers to find expert
advice
 self-assessment is mainly done in reference to the other gamers;
such mutual exchange of ideas and cooperation is favored by
feminist groups
Design implications
 In purely statistical terms, the correlations
are not strong. Nevertheless, they show that
cultural and usability dimensions are
correlated.
 they highlight the need for MMOG designers to
seriously consider the cultural differences that
affect a games usability
 some usability aspects such as media use,
feedback, and consistency call for special
design treatment, since they were perceived
differently by heterogeneous cultural groups
Limitations and Future Research
 Cultural analysis was completely based on
Hofstedes cultural dimensions
 A single method was used to assess users perceptions
of usability (user survey)

 Further investigation with larger sample sizes and
participants from other countries representing
more diverse cultures would increase the validity
of the findings
 These studies can be more effective if new more
cultural sensitive- usability evaluation methods
and tools will be employed

More Related Content

Usability of MMOGs and cultural differences

  • 1. The gamer experience: investigating relationships between culture and usability of Massively Multiplayer Online Games Authors: Dr. Panagiotis Zaharias Dr. Anthony Papargyris Presented at University of Cyprus 5/3/2010
  • 2. preliminary discussion... User Experience is a consequence of users internal state, characteristics of the designed system and the context of use Impact of culture is of great importance while understanding user experience The increasing use of global systems in different cultural contexts and observations that different people think in different ways, put forth the issue of the degree to which the use of such systems is really a matter of culture.
  • 3. preliminary discussion... Early days: HCI research focus on the instrumental quality of interactive products/systems Traditional view of usability: task is the pivotal point of user-centered design techniques Emergence of User Experience: beyond the instrumental a broad term related with a wide variety of meanings ranging from traditional usability to beauty, hedonic and affective aspects of technology use Towards a more holistic and positive HCI Focus on creating positive emotional outcomes such as joy, fun, pride, intrinsic motivation etc., rather than just preventing usability problems
  • 4. MMOGs Massively Multiplayer Online Games (MMOGs) represent a new genre in the online games industry MMOGs present virtual worlds with an embedded task-accomplishing scenario (i.e. missions) where participants can engage in cooperative or solo practices. the games virtual world is active almost 24/7 and available for a gamer to enter and interact Most commercial MMOGs require a monthly subscription and gamers assume the role of a fictional character, named as avatar or character there are hundreds commercial MMOGs released and many others in the stage of development or beta testing.
  • 5. The concept of culture Culture is always a collective phenomenon, because it is at least partly shared with people who live or lived within the same social environment, which is where it is learned. It is the collective programming of the mind that distinguishes the members of one group or category of people from another (Hofstede, 1980) Socially shared meanings may be grounded in language, geographical proximity and history at the boundaries of the nation-state shared by people who live or have lived within the same social environment (Hofstede, 1980). These shared qualities may include common norms, beliefs, and values as well as particular ways of categorizing shared experiences.
  • 6. The concept of culture Theories and models focus on some aspects or dimensions of culture Hofstedes model supports that world cultures vary along consistent, fundamental dimensions Dimensional models group together a number of phenomena in a society, which were empirically found to occur in combination into dimensions.
  • 7. Hofstedes cultural dimensions Power-distance: this dimension refers to the extent to which less powerful members expect and accept unequal power distribution within a culture. Collectivism vs. individualism: individualism pertains to societies in which the ties between individuals are loose and every one is expected to look after himself or herself and his or her immediate family. Collectivism pertains to societies in which people from birth onwards are integrated into strong, cohesive in-groups.
  • 8. Hofstedes cultural dimensions Femininity vs. masculinity: femininity pertains to societies in which the gender roles overlap while masculinity pertains to societies in which the gender roles are clearly distinct Uncertainty avoidance: this dimension refers to the extent to which the members of the culture feel threatened by uncertain or unknown situations And a fifth dimension: long vs. short-term orientation. This dimension focuses on the degree the society embraces devotion to traditional values and to forward thinking values (Hofstede & Bond, 1988)
  • 9. Culture, interface design and usability HCI research focus on culture as a potentially important factor that can affect user performance and satisfaction (and other emotional states) toward an interface Two research streams: one focuses on culture effects on Information Technology design (web design, cell phones design etc.) while the other investigates how culture affects the perception and application of several usability evaluation methods.
  • 10. Research questions What is the relationship between the cultural variables and the usability of the game? What is the relationship between Power Distance and the usability of the game? What is the relationship between Individualism and Collectivism and the usability of the game? What is the relationship between Femininity/Masculinity and the usability of the game? What is the relationship between Uncertainty Avoidance and the usability of the game?
  • 11. Context of the study EVE Online (http://play.eveonline.com/en/home.aspx ) Released on May 2003 by Crowd Control Production (CCP) - 250,000 gamers The virtual world of EVE is located in a distant galaxy, with over 5,000 solar systems. Characters are represented in EVE as spaceship pilots
  • 12. Design characteristics of EVE EVE design is based on a multiple window application following the MS Windows style of interaction and controls. Users mainly rely on the use of the mouse to interact with other objects and control various aspects of the game. Almost every object is clickable and a drop down menu lists the actions a gamer can perform on it. There are two main interface schemes that a gamer can experience. One while she/he pilots a spaceship in space and one when she/he is docked inside a station
  • 13. (1) Neocom toolbar (2) The Ship Control Panel (3) The Overview scanner (4) Space environment outside the spaceship (5) Locked objects (6) Chat windows (7) A clock plus any minimized windows
  • 14. Instruments Two questionnaires were used in this study: the Gamer Background questionnaire and the usability questionnaire Usability questionnaire was adapted from a questionnaire-based usability evaluation method, which was developed to assess e-learning usability (Zaharias, 2004) Usability measures: Navigation & Control, Learnability, Accessibility, Consistency, Visual Design, Interactivity, Content & Resources, Media Use, Learning Strategies Design, Feedback, Assessment, Player Guidance & Support, Socialization and Motivational Usability.
  • 15. Subjects and data collection procedure Online questionnaire in English and Greek version No specific tasks - Two weeks, 307 gamers responded from 19 countries worldwide Netherlands (15.31%), Canada (14.33%), Greece (13.36%), Sweden (12.05%), and France (10.10%), etc. Most of the gamers were males (98.37%) and adults (46.91% between 26 and 36 years old and 32.57% between 36 and 50 years old). 51.14% reported playing on an average of three to four hours per day, while 13.03% more than six hours per day. The majority of the participants were old and experienced gamers (34.85% one to two year old and 20.20% more that two years old)
  • 17. Scores of Hofstedes Cultural Variables for each Country Countries PDI ICI MFI UAI score Score score score Argentina 49 46 56 86 Australia 36 90 61 51 Austria 11 55 79 70 Canada 39 80 52 48 Denmark 18 74 16 23 Finland 33 63 26 59 France 68 71 43 86 Greece 60 35 57 112 Hong Kong 68 25 57 29 Japan 54 46 95 92 Netherlands 38 80 14 53 New Zealand 22 79 58 49 Norway 31 69 8 50 Portugal 63 27 31 104 Singapore 74 20 48 8 Sweden 31 71 5 29 Switzerland 34 68 70 58 Turkey 66 37 45 85 United Arab Emirates 80 38 53 68
  • 18. Country and participants allocation in relation to cultural variables Cultural variables Countries represented in the study and number of participants representing each cultural variable Participants representing each cultural variable LPD Argentina (1), Australia (20), Austria (12), Canada (44), Finland (10), Denmark (22), Netherlands (47), New Zealand (8), Norway (10), Sweden (37), Switzerland (9) 220 HPD United Arab Emirates (1), Turkey (5), Singapore (1), Portugal (6), Japan (1), Hong Kong (1), Greece (41), France (31) 87 IND Australia (20), Austria (12), Canada (44), Denmark (22), Finland (10), France (31), Netherlands (47), New Zealand (8), Norway (10), Sweden (37), Switzerland (9) 250 COLL Argentina (1), Japan (1), Hong Kong (1), Greece (41), Singapore (1), Portugal (6), United Arab Emirates (1), Turkey (5) 57 MAS Argentina (1), Australia (20), Japan (1), Hong Kong (1), Greece (41), Austria (12), Canada (44), Switzerland (9), United Arab Emirates (1), New Zealand (8) 138 FEM Denmark (22), Finland (10), France (31), Netherlands (47), Singapore (1), Portugal (6), Turkey (5), Norway (10), Sweden (37) 169 LUA Denmark (22), Canada (44), Sweden (37), Singapore (1), Hong Kong (1), New Zealand (8) 113 HUA United Arab Emirates (1), Turkey (5), Switzerland (9), Portugal (6), Norway (10), Netherlands (47), Japan (1), Greece (41), France (31), Argentina (1), Australia (20), Austria (12), Finland (10) 194
  • 19. Usability ratings of EVE Online
  • 20. Analysis & results What is the relationship between Power Distance and the usability of EVE Correlation analyses were performed between each of the usability variables and the participants country scores for PDI. One relationship was found to be statistically significant (at the .05 level): Power distance had a correlation with Media Use of r =.119 What is the relationship between Individualism and Collectivism and the usability of EVE? One relationship was found to be statistically significant (at the .05 level): Individualism and Collectivism had a correlation with Feedback of r =.138
  • 21. Analysis & results What is the relationship between Masculinity and Femininity and the usability of EVE? Masculinity and Femininity had a correlation with: Navigation of r = .-178 (significant at the .01 level), Learnability of r = .-115 (significant at the .05 level), Consistency of r = .-183 (significant at the .01 level), Visual Design of r = .-165 (significant at the .01 level), Interactivity of r = .-133 (significant at the .05 level), Media Use of r = .-119 (significant at the .05 level), Feedback of r = .-119 (significant at the .05 level), and Socialization of r = .-195 (significant at the .01 level)
  • 22. Analysis & results What is the relationship between Uncertainty Avoidance and the usability of EVE Online? One relationship was found to be statistically significant: Uncertainty Avoidance had a correlation with Feedback of r = .-152 (at the . 05 level).
  • 24. Design implications For instance, regarding the LPD and HPD groups, significant differences were found for feedback: It seems that participants from countries that represent LPD rated higher on feedback; (gamers requests for feedback from experts i.e., game developers in accomplishing tasks and solving problems via the games communication channels) When people from LPD countries interact with a less structured and formal Web environment, they usually prefer shallow hierarchies and do not seek authoritative feedback and guidance.
  • 25. Design implications For example: a Swedish player (LPD) asked for More freedom to players! On the other hand, a Portuguese gamer (HPD) notes: Every time me or a corp/guild mate have a problem, GMs look like robots on their response and they almost never help . . . Assessment was also rated higher by participants from feminist-oriented countries Assessment refers to opportunities for self-assessment in order to increase the chances for success and to reach the games objectives. In EVE include try-and-error followed by detailed analyses of the results based on the games mechanics and logic but also on open discussions with other gamers to find expert advice self-assessment is mainly done in reference to the other gamers; such mutual exchange of ideas and cooperation is favored by feminist groups
  • 26. Design implications In purely statistical terms, the correlations are not strong. Nevertheless, they show that cultural and usability dimensions are correlated. they highlight the need for MMOG designers to seriously consider the cultural differences that affect a games usability some usability aspects such as media use, feedback, and consistency call for special design treatment, since they were perceived differently by heterogeneous cultural groups
  • 27. Limitations and Future Research Cultural analysis was completely based on Hofstedes cultural dimensions A single method was used to assess users perceptions of usability (user survey) Further investigation with larger sample sizes and participants from other countries representing more diverse cultures would increase the validity of the findings These studies can be more effective if new more cultural sensitive- usability evaluation methods and tools will be employed

Editor's Notes

  • #18: The Individualism Collectivism Index (ICI) has a typical range of values between 0 and 100 (values higher than 100 are also possible), where a value near 0 reflects strong collectivism and a value near 100 reflects strong individualism. The Masculinity/Femininity Index (MFI) has a typical range of values between 0 and 100 where a value near 0 reflects strong femininity and a value near 100 reflects strong masculinity