PsyPost
  • Mental Health
  • Social Psychology
  • Cognitive Science
  • Neuroscience
  • About
No Result
View All Result
Join
My Account
PsyPost
No Result
View All Result
Home Exclusive Social Psychology

People remain calm as the world ends, video game study suggests

by University at Buffalo
March 20, 2017
Reading Time: 2 mins read
(Photo credit: f9photos)

(Photo credit: f9photos)

Share on TwitterShare on Facebook

As the world ends, will you lock arms and sing “Kumbayah” or embark on a path of law-breaking, anti-social behavior?

A new study, based upon the virtual actions of more than 80,000 players of the role-playing video game ArcheAge, suggests you’ll be singing.

The study, conducted by a University at Buffalo-led team of computer scientists, will be presented next month at the International World Wide Web Conference in Australia. It found that despite some violent acts, most players tended toward behavior that was helpful to others as their virtual world came to an end.

Researchers acknowledge that the results have limitations — namely that they are based upon a video game, not real life. Nevertheless, researchers argue that the study offers a realistic view into the behavior of people in an end-times scenario that is useful to both the game industry and other research communities.

“We realize that, because this is a video game, the true consequences of the world ending are purely virtual. That being said, our dataset represents about as close as we can get to an actual end-of-the-world scenario,” says Ahreum Kang, postdoctoral researcher at UB’s School of Engineering and Applied Sciences, and the study’s lead author.

Additional authors include Jeremy Blackburn of Telefonica Research, Haewoon Kwak of the Qatar Computing Research Institute at Hamad bin Khalifa University and Huy Kang Kim of Korea University.

For the study, the researchers analyzed 275 million records of player behavior that were recorded during a trial of ArcheAge before the medieval fantasy game was released to the public in January 2013.

Researchers classified 75 different in-game actions into 11 categories. Examples of categories includes combat, partying and building houses. Players were aware their actions were being monitored and that the game would end after approximately 11 weeks.

Google News Preferences Add PsyPost to your preferred sources

As the game ended, anti-social behavior such as murder did increase. However, the acts were conducted by a small percentage of the overall population. Researchers found that most players exhibited prosocial behavior such as strengthening existing social relationships and forming new ones.

“It’s kind of like sitting next to a stranger on the airplane. You may keep to yourself during the flight, but as the plane reaches the runway, you strike up a conversation knowing the end is in sight,” Kang says.

Researchers say the study shows that individual and system-wide analysis of games helps improve understanding of players. Also, it provides insights for game designers on how to reduce “churners” — i.e., people that play the game only leave early for another game.

Lastly, it’s also believed to be the first large-scale quantitative analysis of how player behavior changes during a trial test of a game scheduled to end.

TweetSendScanShareSendPinShareShareShareShareShare

Follow PsyPost

The latest research, however you prefer to read it.

Daily newsletter

One email a day. The newest research, nothing else.

Google News

Get PsyPost stories in your Google News feed.

Add PsyPost to Google News
RSS feed

Use your favorite reader.

Copy RSS URL
Social media
Support independent science journalism

Ad-free reading, full archives, and weekly deep dives for members.

Become a member

Trending

  • Study finds unpredictable childhood environments are linked to borderline personality traits in adulthood
  • Is intelligence related to happiness?
  • Anti-democratic attitudes are highly contagious, new psychology study finds
  • How the brain shifts gears to appreciate the beauty of poetry
  • Unpredictable preferences, not flawed learning, drive social misunderstandings in autism

Science of Money

  • Do glowing words really sell? An economist finds a small but real puffery effect on Airbnb
  • Error tolerance: entrepreneurship booster or societal risk?
  • What CrossFit reveals about how brands really earn loyalty
  • Do we overestimate how much a raise will improve our lives? A new experiment says yes
  • A new look at Social Security’s “windfall to the initial old”

Recent

  • Jealousy increases men’s support for feminine honor norms, study finds
  • Prenatal THC exposure drives teenage binge drinking in female rats
  • Socioeconomic status shapes brain networks in different ways for boys and girls
  • Mentalizing ability appears to serve as a link between insecure attachment and hypersexual behavior
  • Mapping the dark triad: Which countries have the most narcissistic and manipulative populations?
  • Relying on reminders could be weakening your memory skills
  • Financial infidelity imbalances appear to hurt both relationship and financial health
  • New psychology research reveals the “Goldilocks rule” of online dating profiles
  • NoAIphobia: The surprising new anxiety linked to AI use on college campuses
  • Scientists claim to have found distinct brain activity during “medium” trances

PsyPost is a psychology and neuroscience news website dedicated to reporting the latest research on human behavior, cognition, and society. (READ MORE...)

  • Mental Health
  • Neuroimaging
  • Personality Psychology
  • Social Psychology
  • Artificial Intelligence
  • Cognitive Science
  • Psychopharmacology
  • Contact us
  • Disclaimer
  • Privacy policy
  • Terms and conditions
  • Do not sell my personal information

(c) PsyPost Media Inc

Welcome Back!

Login to your account below

Forgotten Password?

Retrieve your password

Please enter your username or email address to reset your password.

Log In

Add New Playlist

Subscribe
  • My Account
  • Cognitive Science Research
  • Mental Health Research
  • Social Psychology Research
  • Drug Research
  • Relationship Research
  • About PsyPost
  • Contact
  • Privacy Policy

(c) PsyPost Media Inc