Qualitative study of Battlefield 1942 gamers
Transcription
Qualitative study of Battlefield 1942 gamers
Battlefield 1942: A Violent Videogame, or Something More? Report submitted to Joe Blatt on January 14, 2004 HT-500: Growing up in a Media World Final Assignment By Dave Crusoe dave.crusoe /| at /| post.harvard.edu INTRODUCTION ............................................................................................................................................... 3 METHOD.............................................................................................................................................................. 4 Subjects and Subject Recruitment ................................................................................................................... 4 Survey Instrument............................................................................................................................................. 4 Product Studied ................................................................................................................................................. 5 Procedure........................................................................................................................................................... 6 RESULTS.............................................................................................................................................................. 6 Demographics ................................................................................................................................................... 6 Participants’ Use of Battlefield 1942 .............................................................................................................. 6 Parental Control over Computer Use .............................................................................................................. 7 Social Play......................................................................................................................................................... 8 Views of Violence in Battlefield 1942 ............................................................................................................ 8 Motivations for Playing Battlefield 1942........................................................................................................ 9 Learning through Playing............................................................................................................................... 11 DISCUSSION ..................................................................................................................................................... 13 Battlefield 1942 as Social Play ...................................................................................................................... 13 What is violence?............................................................................................................................................ 14 Who defines learning?.................................................................................................................................... 15 Conclusion....................................................................................................................................................... 16 REFERENCES................................................................................................................................................... 18 APPENDIX ......................................................................................................................................................... 19 Letters and Survey .......................................................................................................................................... 19 Appendix 1: Sample Recruitment Message Forum Post......................................................................... 19 Appendix 2: Survey ................................................................................................................................... 20 Graphs and Charts........................................................................................................................................... 21 Chart 1: Respondents’ Ethnicity ............................................................................................................... 21 Chart 2: Respondents’ Age ....................................................................................................................... 22 Chart 3: Respondents’ Age, by distributed Age Brackets....................................................................... 22 Chart 5: How many hours do you play during the week & how many hours do you play during the weekend? (By age) .................................................................................................................................... 23 Chart 6: Who do you play Battlefield 1942 with?................................................................................... 24 Chart 7: How violent is Battlefield 1942? (A breakdown by age) ......................................................... 24 Chart 9: What should Battlefield 1942 be rated?..................................................................................... 25 Chart 10: How important is…(by age)..................................................................................................... 26 Chart 11: How important is… (Heavy users vs. Light users)................................................................. 26 Chart 12: How much do you agree or disagree that… (by age) ............................................................. 27 Chart 13: How much do you agree or disagree that… (Heavy users vs. Light users) .......................... 27 Chart 14: What skills does an expert player possess? ............................................................................. 28 Chart 15: What skills does an expert player possess? (Top two responses, by age) ............................. 28 Chart 16: Do you learn anything by playing Battlefield 1942?.............................................................. 29 Chart 17: What about World War II would you like to learn more about? ........................................... 29 Chart 18: A comparison by age bracket of the two “learning” questions. ............................................. 30 Appendix 3: Additional Information ............................................................................................................. 30 Liked and dislikes ...................................................................................................................................... 30 Skill at playing ........................................................................................................................................... 31 Communication and Strategy.................................................................................................................... 31 Clan Play .................................................................................................................................................... 31 Chart 19: How much do you agree to disagree that…. ........................................................................... 34 Chart 20: My clanmates help me with life problems outside of the game............................................. 34 Discussion .................................................................................................................................................. 35 -2- Battlefield 1942: A Violent Video Game, or Something More? INTRODUCTION In January 2005, I joined an elite 32-person American task force whose mission was to land on the beaches of Iwo Jima. With little delay, I was sped toward the beaches in a flimsy landing craft, with one mission: to capture five enemy flags. Only, my teammates were teenagers from around the world, our medium was a videogame, our enemy were players just like ourselves, and our goal was entertainment, not survival. With my heart pounding, the transport door dropped, and out I and five other teammates rushed. The enemy guns were ready and waiting. Battlefield 1942, a first-person shooter (FPS) computer game produced by Electronic Arts in collaboration with Digital Illusions and that’s sold over 4 million copies1, places its players in the role of a heroic combat soldier, pilot, or tank driver within one of many multiplayer scenarios. In Battlefield 1942, “…you’ll pick up the sidearm of your choice and get behind the wheel of a variety of vehicles, ships, and aircraft to go to war on land, sea, and air during some of the most famous and pivotal battles of the Second World War”2. While the purpose for playing Battlefield 1942 is clearly to provide entertainment, what other effects might playing have upon players? A growing, yet still disputed, body of research suggests that the playing of violent videogames may contribute to the formation 1 2 Digital Illusions Press Release, July 5, 2005 Electronic Arts Battlefield 1942 Homepage, retrieved January 8, 2005 -3- of violent behavior (Anderson, C., 2002; Villani, S., 2001; see Olsen, C., 2004 for counter-argument) in children and adolescents. While it’s sometimes difficult to ignore the violent aspects of gaming, it’s also valuable to ask what positive benefits playing might have upon players. For example, although Battlefield 1942 players reenact violent behaviors as an integral part of their virtual gaming experience, do they learn anything through their play? Does playing the game motivate them to learn other skills, or to form other knowledge? To explore these questions, this paper reports on the results of an extensive online survey, and discusses the results in relation to recent media research. METHOD Subjects and Subject Recruitment Subjects were recruited from several popular Battlefield 1942™ online discussion forums, including Planetbattlefield.com and Desertcombat.com. An example message forum post can be found in Appendix 1. Those who participated did so anonymously; no identifying information was collected. Subjects did not complete a permission form prior to completing the survey, although were informed that (1) participation was limited to those between the ages of 13 and 18, (2) their responses would be used for a class project, (3) their responses would not be used in a commercial product or published research paper and (4) their participation was voluntary, and they could quit at any time. Survey Instrument -4- The survey was conducted online, programmed through an open-source survey software, PHP Surveyor. The final survey instrument was not cleared with the Harvard Human Subjects board, as would have been normal procedure. Its creation was informed with results from a more general pilot survey, conducted in late December. The final instrument was built of questions that explored four areas of play: player demographics, use of the media, social play, and learning through play3. The final instrument was tested by several adult members of “The Bad Clan,” a competitive Battlefield 1942 player team. Responses to the final instrument were collected between December 28, 2004 and January 5, 2005 (Survey: Appendix 2). To ensure reliable results, one question (“How old are you?”) was asked both at the beginning and at the end of the survey. Results sets with non-matching responses (n=1) were removed from the final data set. Respondents who reported their age as below 13 or above 18 were removed from the data set. No data was collected from respondents who began, but did not complete, the questionnaire. At the conclusion of the survey, 51 subjects between the ages of 13 and 18 had completed the questionnaire and submitted results for analysis. Product Studied One game, Battlefield 1942 produced in 2002 by Electronic Arts, was selected as the topic for this study. This game was selected because (1) it belongs to the “first-person shooter” genre of videogame, in which the player assumes a 1st-person view through a soldier’s eyes, and is responsible for “shooting” the enemy, (2) its battles are set in 3 These question categories were identified as relating to themes presented in the HT-500 course. A complete survey can be found in Appendix 2. -5- historical World War II battlegrounds, and (3) a substantial, lively community of players, competitive player teams (“clans”) and mod groups4 are affiliated with the game. Procedure Calls for participation were posted to several Battlefield 1942 online discussion forums. Those respondents who self-selected to participate were forwarded to a website5 that explained the survey purpose, requirements, commitment required, and were instructed on how to contact the surveyor with any questions. After agreeing to participate, respondents completed questions in all four question categories. Respondents who completed the survey were thanked and then redirected to their originating website. RESULTS Note: Due to limited space, only those results that are pertinent to individual player’s experience with the game are reported on in this section. Demographics Of the 51 subjects whose results are represented in this study, all 100% were male. Of all subjects, 86% reported their ethnicity as “White / Caucasian;” a further 8% selected Asian, and 2% each selected Middle Eastern, Latin American, or Indian (see Chart 1). Over half of all respondents were either 14 years old (25%) or 15 years old (33%) and due to the nature of the age distribution (see chart 2), for the purpose of evaluation, participants were grouped by age bracket (see chart 3). Participants’ Use of Battlefield 1942 4 Mod “groups” release new environments or objects to be used with the multiplayer version of Battlefield 1942. For example, the “Desert Combat” mod situates players on modern battlefields with modern weaponry, and the “Vietnam” mod places players in the Vietnam war. For more information, see the Desert Combat website, http://www.desertcombat.com/ 5 http://www.bitculture.org/poll/index.php?sid=6 -6- Perhaps due to the self-selective nature of responses to this survey, more than half (53%) of all respondents reported heavy use of the game, either playing “Every day,” or “Every other day” (see chart 4). Respondents’ usage of the game varied, but was lighter overall during the week than on the weekend (see chart 5). The heaviest users, those who reported playing “Every day,” for “four or more hours per day” during the week and weekend accounted for 10% of all respondents; the lightest users, those who reported playing just “Once per week,” accounted for 12% of all respondents. The average age (15) of the heaviest respondents was slightly lower than that of the lightest respondents (16.3), which suggests that younger players could be heavier consumers of the media. This data is supported by an age-breakdown of usage patterns (see chart 5), which illustrate that the youngest respondents are the heaviest users both during the week and on the weekend. Parental Control over Computer Use Over one quarter (27%) of all respondents reported that their parents have created rules to govern their computer use. Many suggested that these rules are time limits linked to school grades, and that they’re allowed to use their computer for more time on the weekend than during the week. As one respondent mentioned, and as the theme of responses suggests, the rules are in place “because I play way too damn much.” Another respondent mentioned something similar, that his parents have created rules “because I played nonstop for six months, every day, five or six hours a day.” Finally, of all respondents, just one (2%) reported hiding his playing of Battlefield 1942 from his parents. He did so “because they are against violent games.” -7- Social Play Most subjects reported they played with friends (80%) or people online (20%); some reported they play with their father (20%) or a brother (16%). Of all respondents, the youngest group was least likely to play with friends, and the most likely to play with a parent or sibling. (See chart 6). Of all respondents, just 19 (39%) reported that they belong to a clan, or semi-competitive player team. For more information on clan playing, please see Appendix 3: Clan Playing. Views of Violence in Battlefield 1942 Respondents did not think the game was overwhelmingly violent. Most (61%) reported that the game was “Only a little violent,” and just 25% of all respondents thought the game was “Violent.” Fourteen percent (14%) of respondents thought the game was “Not at all violent,” and no respondents selected “Very violent.” However, the older the respondent, the more likely he or she was to report the game was violent (see chart 7). While 35% of 17 or 18 year old respondents rated the game as “Violent,” that decreased to 26% of 15 and 16 year olds, and just 13% of 13 and 14 year olds. When asked if the game was appropriate for someone younger than them, 16% of all subjects answered “no,” that they thought the game was inappropriate for someone who was younger than them. The youngest respondents (those who were 13 or 14 years old) were most likely to give this response (20% of all those in the age bracket) compared -8- with 17% of subjects who were 15 and 16 and just 8% of 17 and 18 year olds (See chart 8). When asked to elaborate, respondents cited that “younger people don’t understand the atrocities of war,” that younger children might get “the idea that war would be fun,” or that “they wouldn’t understand the context of violence.”6 Finally, subjects were asked to select the ESRB Game Rating7 rating from a list of all possible ratings. Most (90%) correctly selected “T – Teen,” although when asked what they thought the game should be rated, 21% of all respondents selected “E - Everyone,” and 75% selected “ T- Teen.” Just 4% selected “Mature” (See chart 9). Once again, those who thought the game should be rated least violent were of the youngest age bracket. While 33% of those in the 13 and 14 bracket selected “E – Everyone,” just 17% of those in the 15 and 16 age bracket, and 15% of those in the 17 and 18 age bracket selected this answer. Motivations for Playing Battlefield 1942 To assess respondents’ motivations for playing the game, two sets of questions were developed by using a 5-point Likert scale. The first set of questions asked respondents to assess the overall importance of various aspects of the game (See chart 10); the second set of questions asked players to asses their level of agreement with a specific set of statements (See chart 12). 6 Could this evidence the “Third person effect,” that subjects are likely to attribute the danger of a media to others, but not themselves? 7 The Entertainment Software Rating Board (ESRB) provides information about game content in the form of visual and textual ratings. Ratings include a rating symbol and content descriptions. The rating symbol for Battlefield 1942 is “T – Teen,” and the content descriptors are “Violence,” and that “Ratings may change during online play.” More information can be found on the ESRB Website, http://www.esrb.org/esrbratings_guide.asp -9- On average, subjects rated “enjoying your gaming experience” (4.7 / 5.0) and “working as part of a team” (4.4 / 5.0) as the most important aspects of the game, while “ranking highest in the game stats” (2.2 / 5.00) was lowest overall. The only question to yield significant variation by age (variation greater than 1.0) was that of “reenacting WW2 battles;” the youngest age bracket (12 and 13 year olds) rated this, on average, higher 3.8 / 5.0) than did the 15 and16 bracket (2.7 / 5.0) and the 17 and 18 age bracket (3.0 / 5.0). Finally, 31% of all respondents rated “Escaping the real word” as either “important” or “very important” to their game-playing. A comparison (See chart 11) was almost made between the heaviest players (n=6) and lightest players (n=5). While some indicators remained similar for both respondent groups, the heaviest consumers average ratings for both “escaping the real world” (3.2 / 5.0) and “reenacting World War II Battles” (4.2 / 5.00) when compared to the lightest users, who averaged lower (2.2 vs. 3.2; 3.3 vs 4.2) overall. On average, respondents most strongly agreed to statements “I play Battlefield 1942 because I like to work as part of a team” (4.1 / 5.0), and “Playing Battlefield 1942 has interested me in learning more about World War II” (3.7 / 5.0) while the lowest average agreements were to the statements “I play Battlefield 1942 because I want to be in first place” (1.6 / 5.0) and “Battlefield 1942 is violent” (2.3 / 5.0). This is significant in that it reinforces the notion respondents primarily play for social entertainment, rather than personal achievement, and that respondents do not view themselves as playing a violent game. -10- Some age variation was noted between the youngest and oldest players (see chart 12). Those in the youngest respondent bracket provided a higher average response (3.3 / 5.0) to the statement “Battlefield 1942 portrays a realistic combat experience” than those in the oldest age bracket (2.3 / 5.0), and the heaviest players were most likely to agree that they played to rank in 1st place (2.0 / 5.0) as compared with the lightest players (1.0 / 5.0; see chart 13). Learning through Playing A series of questions was asked to explore what participants might learn through playing the game. First, subjects were asked to explain what skills an expert player must possess. Among the many answers (see chart 14), three themes stood out: 29% of subjects responded that an expert player must possess good teamwork skills; 22% of subjects responded that an expert player must have an accurate shot; and 21% of all subjects responded that an expert player must have lots of in-game experience. Other responses included the need for quick reflexes, good driving skills, a good knowledge of the maps, and a good computer. Age variation was noted in the responses. Younger respondents were more likely to cite shooting as an expert skill, and older respondents were more likely to cite teamwork (see chart 15). When asked directly if they learned anything by playing the game, subjects overwhelmingly (86%) answered yes, indeed they do learn something through playing. Frequent responses (see chart 16) included learning about specific battles (25%), learning facts about World War II (18%), learning about weapons (16%), learning teamwork -11- (16%) and learning about World War II vehicles (16%). Other responses included the learning of reflexes, learning about warfare in general, and learning about other players. Some of the more telling responses are below. Table 1 – Example responses to “What do you learn by playing?” “3-D modeling, texture creation, 3-D animation, uv mapping, mapping, and a little bit of programming.” – 14 year old respondent “Learn how it was for these guys back in the 1940’s. Sometimes you get the feeling you are there.” – 14 year old respondent “Self-discipline – holding fire until the enemy are in range. Improved reactions – tuning your nervous system to help you in real life. Dedication – takes time and effort to play.” – 18 year old respondent When broken down by age moreover, all 100% of the youngest respondents reportedly learned something by playing, whereas only 77% of the oldest age group reported in the affirmative. Finally, when asked directly if playing the game had interested them in learning more about World War II, most (78%) of respondents reported that yes, playing the game had interested them in learning more about the Second World War. While the wide variety of responses make the answers hard to quantify, some of the more frequent themes (see chart 17) that emerge are learning about tactics, weapons, specific battles (Battle of the Bulge is mentioned twice), and the effects of war. Examples can be found in Table 2, below. Table 2 – Example responses to “What about World War II would you like to learn more about?” “I have learned more because it fascinated me, I began to watch the history channel alot and I learned how tanks are made, and also my grandpa was in the air force so I learn from him” – 14 year old respondent “I would like to learn about why we went certain places, like Africa. We didn’t learn much of that in school. I find all-things-WW2 pretty interesting though.” – 15 year old respondent I would like to know about more of the Italian campaign of the second world war, including the Italian army's battles in Africa and Sicily. – 14 year old respondent “Well I already have a pretty good knowledge of the war itself, but it has certainly interested me in visiting the sites where the real battles were fought.” – 18 year old respondent “I would like to learn more about The Battle of the Bulge. I’ve been to Bastonge, Belgium and the -12- Normandy beaches plus some other WW2 sites. But I want to know more about The Battle of the Bulge.” – 14 year old respondent “The battles that I play in-game. Who actually won them, or how realistic the in-game map is compared to the real place.” – 15 year old respondent For both questions, the youngest respondents were most likely to report that playing the game has increased their interest in learning (see chart 18). DISCUSSION Charles Herold of the New York Times wrote “your enemies in Battlefield 1942 aren’t really enemies. Instead they are your playmates, waging war against the monotony of life” (Herold, 2003). In many ways, the data validate his thoughts. And, while I certainly didn’t maintain a concrete vision of what results this survey would provide, I’m certainly surprised by what the data illustrate. Battlefield 1942 as Social Play Perhaps most surprising was the youngest respondents’ use of Battlefield 1942 with parents or siblings8. Hogan (2001) offers that parents’ co-viewing of media with children helps to teach media literacy. What this might suggest is that rather than directing their children through rules, parents might mediate the playing experience by co-gaming with their children. This hypothesis is supposed by the data; of the six respondents who reported playing the game with their parents, just one (17%) reported his parents guiding his computer use through rules. Further research might explore how co-gaming mediates a “violent” gaming experience. 8 As I stood in line at Circuit City to purchase the game, a man behind me struck up conversation. “Good game!” he said, “I play it with my son!” I couldn’t have been more surprised – an adult played this game with a child? I thought this was a glitch of fate, but I asked: does your son learn anything by playing? His response: “Nope! But he sure has fun!” -13- According to a research conducted by the Entertainment Software Association (ESA), Americans are increasing their use of video games, while decreasing their use of television media (ESA, 2003). Further research might explore the shifting exposures of children to specific media, and what motivates their switch. While this study didn’t investigate respondents’ use of television, respondents in this study reported a much heavier use of games than a study of gaming habits conducted in 1995 (Cesarone, 1995) and mirrors a finding (Buchman and Funk, cited in Wright et al., 2002) that playing decreases with as children approach the age of 18. Further research might identify what motivates the change in usage between younger and older players. What is violence? It’s clear from the data that respondents do not perceive Battlefield 1942 to be overly violent; just one-quarter of all respondents rated the game as “Violent,” and none selected “Very violent.” One question to explore is the changing perception of what is violent, especially since some research suggests that violent gaming impacts behavior. For example, Funk et al. (2003) suggest that exposure to violent media has a desensitizing effect on children; these findings could be indicative of such desensitization. It’s clear from this study that respondents do not perceive their game to be overly violent; just 25% of all respondents rated the game as “Violent,” and none reported the game to be “Very violent.” This trend was especially true for the youngest respondents, who reported the least amount of violent content. However, is this violence necessarily damaging? -14- Goldstein (1998) suggests that enjoyment and arousal are two motivators the viewing of violent content. Of all respondents, 73% of respondents rated “Enjoyment” of highest importance in playing Battlefield 1942, and numerous video game studies have found violent games raise blood pressure and anxiety (for example, Baldaro et al., 2004). However, in later research, Goldstein (2001) argues that the medium is one of “simulated aggression,” not physical aggression, and so the enactment is far different and perhaps far less damaging than actual physical behavior. Furthermore, he makes the point that videogames are used in a “playful frame of mind,” and so the learning of violence behavior given that a user’s focus is elsewhere. A study of game players, over time, might help to better identify the effects of game-playing on gamers. Another question might be, what are the factors within “Enjoyment” that contribute to the like of a particular game? Might a part of this be due to unfamiliar material, perhaps educational, such as the emphasis on World War II in Battlefield 1942? Who defines learning? Finally, and perhaps the most astounding finding of all, is that most respondents, especially the younger teenagers, affirmed that they learn something through playing this game. One question is, who defines learning? Beavis (2002) makes the point that children who engage in online gaming form expertise in their domain; they’re recognized for their skill, and often spend time helping others to learn the game. They join the popular media culture, and become literate in its ways. The data support these contentions; respondents strongly suggested that they play Battlefield 1942 because “I -15- like to work as part of a team” and that “Playing Battlefield 1942 has interested me in learning more about World War II.” Some even cite an expert player as one who helps “newbies” learn to play. Clearly, players are thinking about what they’re doing, and the situation in which they’re placed. One question might be, how are skills learning by playing Battlefield 1942, such as teamwork and communication, applied in the real world? Another question might explore the nature of teamwork; what specific traits of teamwork are important to build for expert, successful playing? What respondents’ suggestions about what they liked most include the “game mods” and commanding different vehicles, they explicitly disliked poor team players, and some even made mention of the historical inaccuracies within the game. This suggests that the respondents are actively thinking not only about the game, but the content that’s engaged, the way the media is used, and the ways in which its use can be most successful. Conclusion As Goodman (1998) concludes, while violent content has an impact on its young viewers, surely there are positive effects associated with the media as well. Asking all the relevant questions, including what positive effects the media might have upon its users, is absolutely important in understanding what effect a media might have upon consumers. While one potential outcome for users’ playing of violent videogames may be an increase of violent behavior, it is absolutely clear from the data collected in this study that playing, at least with respect to Battlefield 1942, can also have positive impacts on learning and maturation. In order to investigate this more fully, future research might explore, to what -16- extent does Battlefield 1942 typify the genre of 1st person shooter games, or is it an anomaly? -17- REFERENCES Anderson, C. C. (2002). Violent Videogames and Aggressive Thoughts, Feelings, and Behaviors. Children in the Digital Age: Influences of Electronic Media on Development. A. B. J. Sandra L. Calvert, Rodney R. Cocking. Westport, CT, Prager. Baldaro, B., Tuozzi, G., Codispoti, M., Montebarocci, O., Barbagli, F., Trombini, R., Rossi, N. (2004). "Aggressive and non-violent videogames: short term psychological and cardiovascular effects on habitual players." Stress and Health 20(4): 203-208. Beavis, C. (2002). RTS and RPGs: New Literacies and Multiplayer Computer Games. Annual Conference of the Australian Association for Research in Education, University of Queensland. Cesarone, B. (1995). "Video Games and Children." Emergency Librarian 22(3). Electronic Arts (2002). "Features". 2004: Electronic Arts' Battlefield 1942 Homepage. Funk, J., Buchman, D., Jenks, J., Bechtoldt, H. (2003). "Playing violent video games, desensitization, and moral evaluation in children." Journal of Applied Psychology 24(4): 413-436. Goldstein, J. (1998). Why we watch: The attractions of Violent Entertainment. New York, NY, Oxford University Press. Goldstein, J. (2001). Does Playing Violent Videogames Cause Aggressive Behavior? Playing by the Rules: The Cultural Policy of Video Games, University of Chicago. Herold, C. (2003). Game Theory: Win Friends, Influence People, or just Aim and Fire. THe New York Times. New York, NY: C5. Hewitt, D. (2004). Americans Playing More Games, Watching Less Television, Entertainment Software Association. 2005. Hogan, M. J. (2001). Parents and Other Adults: Models and Monitors of Healthy Media Habits. Handbook of Children and the Media. J. L. S. Dorothy G Singer. California, Sage Publications, Inc.: 663-680. John C. Wright, A. C. H., Elizabeth A. Vandewater, David S. Bickham, Ronda M. Scantlin, Jennifer Hofferth, Jonathan Finkelstein American Children's Use of Electronic Media in 1997: A National Survey. Children in the Digital Age: Influences of Media on Development. A. B. J. Sandra L. Calvert, Rodney R. Cocking. Westport, CT, Praeger. Olsen, C. K. (2004). "Media violence research and youth violence data: Why do they conflict?" Academic Psychiatry 28(2): 144-150. Villani, S. (2001). "Impact of media on children and adolescents: A 10-year review of research." Journal of the American Academy of Child & Adolescent Psychology 40(4): 392-401. -18- APPENDIX Letters and Survey Appendix 1: Sample Recruitment Message Forum Post All, For a class project, I’m writing a report about players’ use of Battlefield 1942. To inform the report, I’ve created an anonymous online survey & need for BF1942 players between the ages of 13 and 18 to complete it. It’ll take about 10 minutes to complete, and we won’t compensate you for your responses. The survey data will be used to inform a final class project report, but will not be sold or published. Survey Here {Link} If you have some time, and are between the ages of 13 and 18, would you please complete it? Your assistance would be greatly appreciated! Please don’t hesitate to contact me with questions. --dave -19- Appendix 2: Survey -20- Graphs and Charts Chart 1: Respondents’ Ethnicity Most (90%) of all respondents self-reported their ethnicity as “White / Caucasian.” However, 8% selected “Asian,” and 2% each selected “Middle Eastern,” “Latin American,” or “Indian.” -21- Chart 2: Respondents’ Age Chart 3: Respondents’ Age, by distributed Age Brackets In order to split all ages into measurable, relatively equal distributions, ages were broken into brackets, as shown below. -22- Chart 4: How many days a week do you play? Chart 5: How many hours do you play during the week & how many hours do you play during the weekend? (By age) In almost all categories, the youngest respondents reported the heaviest use. How many hours do you play during the… Week Weekend 13 and 14 year olds (n=15) More than 4 hours per day 27% 47% Three to four hours per day 13% 20% Two to three hours per day 54% 33% One hour or less per day 7% 0% I don't play 0% 0% 15 and 16 year olds (n=23) More than 4 hours per day 9% 30% Three to four hours per day 13% 17% Two to three hours per day 39% 39% One hour or less per day 35% 13% I don't play 4% 0% 17 and 18 year olds (n=13) More than 4 hours per day 8% 38% Three to four hours per day 0% 31% Two to three hours per day 62% 23% One hour or less per day 15% 8% I don't play 15% 0% -23- Chart 6: Who do you play Battlefield 1942 with? Chart 7: How violent is Battlefield 1942? (A breakdown by age) -24- Chart 8: Is Battlefield 1942 appropriate for someone who is younger than you? (Percentage who answered “no,” by age bracket) Chart 9: What should Battlefield 1942 be rated? -25- Chart 10: How important is…(by age) Chart 11: How important is… (Heavy users vs. Light users) -26- Chart 12: How much do you agree or disagree that… (by age) Chart 13: How much do you agree or disagree that… (Heavy users vs. Light users) -27- Chart 14: What skills does an expert player possess? Chart 15: What skills does an expert player possess? (Top two responses, by age) -28- Chart 16: Do you learn anything by playing Battlefield 1942? Chart 17: What about World War II would you like to learn more about? Most frequent responses to: What about World War II would you like to learn more about? (Percentage of respondents who included the response as part of their answer) (n=38) More about battles, or a specific battle Vehicles (Planes, tanks) I already know everything More about the people who fought Tactics and strategy I have visited or want to visit locations of the battles Want to know everything Weapons The Africa Campaign I have already learned more Realism of the game to real life 34% 24% 13% 13% 13% 11% 11% 8% 8% 5% 3% -29- Chart 18: A comparison by age bracket of the two “learning” questions. Appendix 3: Additional Information This section reflects survey data collected, but not reported on in the main report. Liked and dislikes Respondents were asked about what they liked most and what they liked least about the game. The most frequent response was that the game mods were liked most; 31% of all respondents gave this response. Twenty-four percent (24%) mentioned commanding different vehicles, and 22% reported the online play as their most-liked part. Some 8% (n=3) explicitly mentioned “killing” as their favorite part of the game. On the other hand, players (27%) were most likely to cite “bad teamwork” as what they liked least about the game, a smaller percent mentioned that the game required a modern -30- computer (20%) and a sizeable proportion (10%) mentioned historical inaccuracies in the game as what they liked least. Others mentioned that the game “ruined their grades,” that they disliked “cheaters,” or that the graphics could be better. No significant variations were found by age. Skill at playing Respondents were asked how skilled they were at the game; 31% reported they were “a one person army!” (most skilled) 57% reported they “could hold their own,” or secondmost skilled, and 12% reported “they were still learning,” or third-most skilled. No respondents reported they were “new to the game.” No significant variation was found by age. Communication and Strategy In an attempt to understand what communication and strategies players thought wer most useful to their play, two final questions were asked: “What communication is most useful,” and “What strategies are most useful.” While I was hesitant to include these questions (they seemed vague) I did, in the end, include them into the survey with the hopes that some interesting data would come of them. Well, no. Nothing useful came of them, and in fact, responses were a muddle. As one respondent said: “What? Don’t understand Q.” So, while most questions provided rich data, in this case, I have learned from a mistake. Clan Play Of all respondents, 39% (20) reported they had joined a clan, or a competitive playing group. These 20 respondents were asked additional questions specific to their “clan play.” Responses are reported below. -31- When asked why they had joined the clan, a range of responses emerged. This response typifies one theme, that respondents had joined for the “comradeship on the battlefield, knowing that the people fighting around you are people who are going to back you up when you come under fire.” Another respondent suggested he joined “because its kind of like being in an army/small militia.” One strong theme that emerged was that respondents joined for the competitive teamwork (65% of all clan members) and for the friendships (25% of all clan members). One 17 year old respondent specifically mentioned the opportunity to “use my leadership skills.” When asked what they liked most about being part of a clan, many respondents (45%) cited the strong friendships they made in playing with, for example, “their pals,” or with “… friends from around the world.” A similar proportion of respondents (45%) made mention of the teamwork as what they liked most. Other responses included the fun of playing, and one mentioned the “stuppid radio chatter.” Since several different modes of communication are available to players in-game, one question asked what modes clan players used while playing. The options were: in-game messaging (a series of commands selected by game keys), voice-over-IP (such as Teamspeak or Skype), telephone (such as a telephone!), or “other.” -32- Of all clan players, just 35% reported using in-game text commands, while 90% reported that they used voice-over-IP software. Just one respondent (5%) reported communicating over the telephone during game play. Outside of game play, these figures change somewhat; 75% of all respondents suggested they communicated through instant messengers such as AIM, while just 60% reported using voice-over-IP software. Just one (5%) reported communicating with teammates over the telephone. When asked what they talk about outside of game play, many (45%) cited life issues (such as girls, parents, or sex) or game-related talk (45%), and some (35%) mentioned that “everything” was a possible topic. A minority mentioned school (15%), and one (5%) even mentioned “guns.” For example, a 17 year old respondent said he talks “just about everything, some guys i am closer with than others. the closest, we talk about girls, family issues, money issues. others, i talk about computer parts, just about anything. im a leader, so most of the guys come to me to talk about a lot of stuff.” Another (18 years old) mentioned that “most of the guys I play with are older and they talk about lots of stuff. Basically they are all married and its interesting to listen to them...nothing gay or like that.”9 Typically, the 9 It’s unfortunate that this respondent used the term “gay” to possibly defend his socialization with older players, but important to illustrate that younger players might use their player groups as a bridge between themselves and adults. One might also wonder what type of family structure this respondent has, and if the “clan” is, in some ways, provides a proxy. -33- younger respondents had much shorter answers, such as “Girls, Sex, Tactics,” which was given by a 14 year old respondent. When asked how much they agreed or disagreed to various statements, the average of responses illustrated agreement to all three statements provided (see chart 19). Chart 19: How much do you agree to disagree that…. However, the statement “my clanmates help me with life problems outside of the game” also showed an interesting trend when explored by age. Young respondents agreed least, while older respondents agreed most (see chart 20). Chart 20: My clanmates help me with life problems outside of the game -34- Discussion It seems that the extent to which players join clans as part of a social experience and as a learning experience would provide for an interesting study. That most respondents joined a clan for the friendships or the teamwork says a lot about the possible strength in “clanship” as a social structure for learning and possibly, maturation. Finally, it’s also interesting that older players take advantage of their social network for emotional outreach, as older players, on average, agreed more strongly to the statement “my clanmates help me with problems.” Potential future research questions include, to what extent might a clan structure provide a learning culture; does playing as part of a clan help to mediate some of the violent aspects of the game, much as parental co-viewership might? And finally, what might we learn from clan players and their motivations that could be applied to the construction of effective educational, prosocial games? -35-