Country as a proxy for culture? An exploratory study of players in an Online Multiplayer Game

Alessandro Canossa, Ahmad Azadvar, Jichen Zhu, Casper Harteveld, Johanna Pirker

Publikation: Bidrag til bog/antologi/rapportKonferencebidrag i proceedingsForskningpeer review

Abstract

Relatively little is known about whether and how people from different co [email protected] untries play differently. Existing literature is still debating whether countries can serve as proxies for cultures. This paper is among the first to present a large-scale exploratory study (n = 14,361 from 107 countries) trying to validate empirically whether it is acceptable to utilize countries to group players of Ubisoft's Rainbow Six Siege, a popular online multiplayer game. We developed a survey collecting various player information, including demographics, habits, appreciation, and several psychological measures. Through a data-driven approach, this paper examines whether the variance in responses within users from the same country is less than the variance identified between users from different countries. If the answer is positive, then the approach of utilizing country as a proxy for culture could be justified empirically. The results show that players from the same countries respond to the survey in a marginally more homogeneous way than players from different countries.
OriginalsprogEngelsk
TitelCHI EA '24 : Extended Abstracts of the CHI Conference on Human Factors in Computing Systems
RedaktørerFlorian Floyd Mueller, Penny Kyburz, Julie R. Williamson
UdgivelsesstedNew York
ForlagAssociation for Computing Machinery
Publikationsdato11 maj 2024
Sider1-7
Artikelnummer89
ISBN (Elektronisk)979-8-4007-0331-7
DOI
StatusUdgivet - 11 maj 2024

Kunstnerisk udviklingsvirksomhed (KUV)

  • Nej

Citationsformater