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

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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.
Original languageEnglish
Title of host publicationCHI EA '24 : Extended Abstracts of the CHI Conference on Human Factors in Computing Systems
EditorsFlorian Floyd Mueller, Penny Kyburz, Julie R. Williamson
Place of PublicationNew York
PublisherAssociation for Computing Machinery
Publication date11 May 2024
Pages1-7
Article number89
ISBN (Electronic)979-8-4007-0331-7
DOIs
Publication statusPublished - 11 May 2024

Keywords

  • country
  • culture
  • geography
  • online games
  • player experience
  • psychological measurements

Artistic research

  • No

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