study

Latest

  • Study shows which Android and iOS versions are most likely to crash apps

    by 
    Jon Fingas
    Jon Fingas
    03.28.2014

    If you've ever argued that your new smartphone is more reliable than what you're replacing, you now have some evidence to back up your claims. Crittercism has posted a study showing that apps running in newer versions of Android and iOS (such as KitKat and iOS 7.1) are considerably less likely to crash; you're practically inviting headaches if you stick with a phone running Gingerbread or iOS 6. The research also suggests that the Galaxy S 4 and iPhone 5 are the most trustworthy devices, while tablets of all kinds are relatively crash-happy. The findings aren't shocking when both Apple and Google have both spent years fixing bugs, and it's notable that the study only covers crashes with third-party apps -- they don't address first-party software glitches. Still, this data is as good an excuse as any to upgrade an aging handset stuck on an old platform.

  • Chiropractors claim that excessive texting lowers your life span

    by 
    Daniel Cooper
    Daniel Cooper
    03.25.2014

    You know those studies that say butter is bad for you one week, but saying the opposite the next? Now those same unidentified gangs of "scientists" are gunning for our smartphones. A study from the United Chiropractic Association (nope, us neither) is claiming that when we lean forward to text and tweet, our hunched stance is taking years off our lives. The bad posture, it's claimed, is preventing us from breathing properly, which could cause cardiovascular problems later in life. The study's conclusion is that everyone should get their spines checked out by their local chiropractor -- which we're sure is in no way them just touting for more business. That said, on the off-chance that it's true, maybe we should all lean back a bit more the next time we're on WhatsApp.

  • Tetris used to help curb addictive cravings in UK study

    by 
    S. Prell
    S. Prell
    03.23.2014

    UK researchers have found that playing a game of Tetris can help reduce cravings for people with addictions. The study, published in scientific journal Appetite, was designed to test Elaborated Intrusion Theory, which suggests that cravings are not just desire-based, but visual as well. The researchers therefore hypothesized that performing a visual-intensive task - in this case, Tetris - could reduce cravings. A group of 119 college students were told to describe their cravings before playing a game of Tetris, at which point the game would either load or produce an error message claiming it could not be played. Students who successfully completed a game saw their cravings reduced by 24 percent more than those who did not. While the researchers used Tetris in their analysis, Jackie Andrade, Plymouth University psychology professor and co-author of the study, told NBC that anything visually stimulating would work. "It also doesn't have to be mentally demanding, but if it is, it has a better chance to block the craving," she said. In other words, even watching TV - supposing it's not The Food Channel - could potentially work to curb the munchies. However, the interactive nature of games makes them not only more demanding of your attention, but also more fun (we know, it's a shock), which in turn made participants of the study better adhere to using them as the researchers intended. It's not exactly an isolated event, either. We've seen games be used to help get senior women active, thus lowering their levels of urinary incontinence. It's almost as though people enjoy video games or something. More research on this is clearly needed. Everyone, play your video games and report back here, ASAP. [Image: EA]

  • The Daily Grind: Does griefing in MMOs reflect a sinister personality?

    by 
    Bree Royce
    Bree Royce
    03.04.2014

    A recent psychology paper picked up by Slate suggests that maybe there's more to bad behavior on the internet than previously thought. Researchers asked study participants to evaluate what they found most fun about commenting on the internet, then gave those same participants a personality test to determine their levels of sadism, narcissism, psychopathy, and Machiavellianism -- the "dark tetrad" of antisocial personality traits. (One of the agree/disagree statements on the personality exam? "I enjoy griefing other players in multiplayer games.") The researchers found a significant correlation between those who flagged as sadists and those who claimed to enjoy trolling and expressed "sadistic glee at the distress of others." While the study focused on the 5% of participants who cause comment moderators the most grief on the internet, over here in MMOland I'm wondering whether this study would map equally well to griefers in video games since we might define griefing in a virtual world the same way: causing someone distress because it's pleasurable for the griefer. That guy who ganks your lowbie and corpse camps you for an hour might not be so socially well-adjusted in the real world after all, in spite of what griefer-apologists have been claiming all these years. What do you folks think? Does griefing in MMOs reflect a sinister personality? Every morning, the Massively bloggers probe the minds of their readers with deep, thought-provoking questions about that most serious of topics: massively online gaming. We crave your opinions, so grab your caffeinated beverage of choice and chime in on today's Daily Grind!

  • Study says what you play can affect who you are

    by 
    MJ Guthrie
    MJ Guthrie
    02.21.2014

    Does playing an evil character influence gamers to be less than nice in real life? A recent study conducted at University of Illinois at Urbana-Champaign suggests just that. Gunwoo Yoon, lead author on the project, told Reuters Health, "The biggest finding of the paper is that virtual representation of your avatar can profoundly affect real world behavior [...] And the fascinating thing is that the participants did not perceive these effects." The experiment involved a group of college students that played for five minutes as one of three avatars in a game: Superman (hero), Voldemort (villain), or a circle (neutral). After the gaming session, participants then had to decide how much chocolate sauce or chili sauce to give to other participants in a supposedly unrelated taste test. As it turns out, those who used the Superman avatar poured twice as much chocolate sauce (symbolizing a "good" deed) than chili sauce (a "bad" deed), whereas those who played as Voldemort did exactly the opposite. The study authors suggest a possible explanation for these effects might be related to the lasting influence of total immersion in a virtual environment. [Thanks to Jose for the tip!]

  • Study: Dance games help bladder control, urinary incontinence

    by 
    S. Prell
    S. Prell
    01.19.2014

    Dance games can help you burn off calories, lose unwanted weight, tone your muscles and teach you some sweet moves to bust out at the next wedding you're invited to. According to a study published in Neurology and Urodynamics, they can also help women with urinary incontinence. Slap that on the next Just Dance game, Ubisoft. Canadian and Swiss researchers wrote that 24 women over the age of 65 experienced a "greater decrease in daily urine leakage than for the usual program (improvement in effectiveness) as well as no dropouts from the program and a higher weekly participation rate (increase in compliance)" over the course of 12 weeks. The researchers did not specify which game was used in the study, and the game itself isn't as crucial to the results as the fact that the participants were engaged in a physical activity. That being said, a Zumba game is more cost effective than a Zumba membership enrollment, and we'd dare say that dancing games can be pretty fun. Maybe that's why participants kept ... well, participating.

  • Study shows intense gaming can cause changes in real-life perception

    by 
    Mike Foster
    Mike Foster
    01.09.2014

    A new study published in the International Journal of Human-Computer Interaction has linked changes in visual perception and "pseudo-hallucinatory experiences" with intense video gaming. According to the study, intensive playing can cause the player's mind to perceive real-life objects through a gaming lens and can also create a situation in which the mind generates visual distortions based on gameplay. Examples offered in the study, which was done by gathering 656 posts from 54 different forums, include a subject seeing the Mass Effect dialogue wheel in his or her mind during conversations and another mistaking in-flight airplanes for Modern Warfare 2 UAVs. Mentioned as a basis for the study are the visual "waviness" some gamers experience after long sessions with Guitar Hero, the "Tetris effect" that involves seeing how real-life items could stack after playing the famous puzzler, and "Minecraft sickness" in which gamers see square-shaped themes in everyday objects. The full study breaks down a number of different types of gaming after-effects as reported by participants and proposes that the effects can be caused by "the interplay of physiological, perceptual, and cognitive mechanisms."

  • Microsoft uses eye tracking to argue that Google distorts search results

    by 
    Jon Fingas
    Jon Fingas
    12.12.2013

    Google has already made a few concessions to please European antitrust regulators worried about fair placements in web search results. However, Microsoft doesn't feel those sacrifices are good enough -- and it claims to have scientific proof that more changes are necessary. One of the company's astroturfing outfits, Initiative for a Competitive Online Marketplace, has commissioned an eye-tracking study which suggests that Google's lower-profile sponsored links and map results still draw too much visual attention. "Organic" search results and alternative services get just a fraction of the eyeballs, the Initiative argues. While the data may be of some use to officials, we'd advise taking it with a giant grain of salt -- company-backed studies are rarely objective sources of information.

  • MMO Family: Yes, video games are good for you

    by 
    Karen Bryan
    Karen Bryan
    12.11.2013

    The good news continues to arrive for gamers. In the last MMO Family column, we looked at a decade-long British study that showed no connection between playing video games and mental health issues in children. And this week, the American Psychological Association published a report that goes even further, saying that playing video games has tangible benefits. Can video games really be good for you? Let's take a look in this week's MMO Family.

  • The Daily Grind: Does your MMO character reflect you or the other way around?

    by 
    Bree Royce
    Bree Royce
    10.11.2013

    Last summer, we reported on research that suggested people's behavior changes because of the proportions of the characters they were assigned to play. This week, we saw related results from a Stanford/OSU team that posed a similar question in relation to sexualized avatars in online settings like MMOs. The researchers tested the "Proteus effect," finding that subjects who were assigned hyper-sexualized avatars in a virtual setting "internalized" their avatars' appearance, focusing more on body image and expressing more "rape myth acceptance" than the control group. Setting aside the obvious implication that playing a sexed-up toon in an MMO might temporarily darken our mental health, I have to wonder what other bad habits we might be learning from our characters. How much control do we really have when we roll up a new avatar in an MMO? Did I choose to roleplay a snarky pirate in that last game because it would be fun or because I have a problem with authority and a rude attitude I needed a way to express? Worse, did her negative traits and wardrobe rub off on or change me? Do you think your MMO character reflects you, or do you think you subconsciously reflect your MMO character? Have you ever found yourself picking up or dwelling on the attributes of your characters? Every morning, the Massively bloggers probe the minds of their readers with deep, thought-provoking questions about that most serious of topics: massively online gaming. We crave your opinions, so grab your caffeinated beverage of choice and chime in on today's Daily Grind!

  • Pew survey: 21 percent of US cellphone owners get online mostly through their phones

    by 
    Jon Fingas
    Jon Fingas
    09.16.2013

    There have been signs that Americans are leaning more and more on the smartphone as a primary internet device, and nowhere is that clearer than the latest edition of Pew's Cell Internet Use survey. The research group found that 21 percent of American cellphone owners now get online chiefly through their handset, up from 17 percent last year. Offline users, meanwhile, have been reduced to a minority -- 63 percent of US cell owners have hopped on the internet from their phones at some point. The PC isn't going away anytime soon, but it's clear that the traditional computer is just one internet client among many.

  • What's in a name? WoW study explores the answer

    by 
    MJ Guthrie
    MJ Guthrie
    09.13.2013

    Do your characters' names change depending on the race or class you're playing, or do they reflect your play-style as a whole? A recent article at Gamasutra by games analyst Anders Drachen explores the patterns that emerge when studying names in games. Speculating that patterns in naming exist, Drachen and colleagues studied millions of World of Warcraft character data and found a relationship between the name selection and the class and race of a character; the most popular names had virtually no overlap between classes and races. It was also discovered that unique names in the game existed at a higher frequency than in the real world. The researches found that an average of 58% of the names overall were unique and that 83% of names were unique on RP servers. Additionally, names with negative connotations were six times more common than positive ones. Taking the study beyond WoW, the researchers looked at shooters and found "hints that it may be possible to predict some aspects of play behavior or perhaps even personality of people based on their character names."

  • Nielsen study shows connection between TV ratings and Twitter activity

    by 
    Melissa Grey
    Melissa Grey
    08.06.2013

    In recent years, social media has altered the way we interact with each other, and according to a Nielsen study released today, it's also changing the way we consume media. While it may sound like a common sense conclusion to anyone who witnessed the storm of tweets surrounding the SyFy phenomenon Sharknado, Nielsen has uncovered a statistical link between what people tweet and what people watch. Basically, the more people tweet about a particular show, the more people will watch it. Likewise, the higher a program's viewership, the more likely people are to discuss it on Twitter in real time. Certain types of programming -- reality TV, comedies and sports -- showed a higher percentage of ratings changes influenced by social media, while things like scripted dramas showed a smaller but still noticeable uptick. The times are a-changin', and studies like this one are bound to inspire broadcasters and advertisers to change with them.

  • Psychologist asks designers to shorten quests to fight addiction

    by 
    Eliot Lefebvre
    Eliot Lefebvre
    08.06.2013

    It's impossible to play video games without noticing that some people have downright unhealthy gaming habits. Addiction to games is discussed a great deal, often without solutions being offered. Dr. Zaheer Hussain does propose a solution in a recent study, however, arguing that game designers need to cut down on the length of quests to prevent people from forming unhealthy habits. He suggests that designers need to look at the structure of the game and how mechanics might encourage pathological behaviors. You may feel like it's a good suggestion or you may feel like it's comparable to fighting alcoholism by selling beer in smaller bottles, but the study goes into more detail than that simple suggestion. The study, which was published in the Addiction Research and Theory journal, recommends steps be taken before games see the sort of government administration as seen in countries such as China and South Korea. It ultimately concludes that anywhere between 7-11% of all gamers suffer from "pathological" behavior. The full paper can be purchased by those interested for closer review.

  • J.D. Power: AT&T unseats Verizon as customer care leader

    by 
    Zachary Lutz
    Zachary Lutz
    08.02.2013

    AT&T is the absolute bee's knees in customer care among the big four carriers. That's if you're listening to J.D. Power, anyway, which finds that longtime champion Verizon is no longer the best at solving its customers' problems. As a precaution, this study is rather narrow in scope and considers just three components of customer care: telephone assistance, online support and in-store personnel. Naturally, this is just one component of customer satisfaction, and factors such as coverage, data speed and call quality aren't considered -- look to Consumer Reports for insight on those. Still, customer care is important and J.D. Power suggests that it's now at its highest levels since 2009. Sadly, not everyone's a winner, as the study also finds that Sprint and T-Mobile both fall below the industry average. On the prepaid side, MetroPCS is keeping its position as the front-runner, but even more curious, it's said that a whopping 69 percent of non-contract customers use carrier apps to manage their accounts. What's more, customer satisfaction is reportedly considerably higher among prepaid carriers that provide these management apps to their subscribers. In this context, it seems that well-targeted bundled apps aren't necessarily bloatware, but we still think its carriers should let you remove that stuff.

  • Smaller virtual bodies affect how people see the world

    by 
    Eliot Lefebvre
    Eliot Lefebvre
    07.16.2013

    How much does the size of our virtual bodies influence our behaviors? It doesn't seem like it'd have much of an effect, but according to a recent study it can cause a greater impact than you might speculate. Researchers placed several subjects in special motion-capture suits, then presented the subjects with a body that had adult proportions or childish proportions, even though both bodies were the same size. The result was that participants in the childlike bodies were more likely to identify as children rather than as adults, exploring more child-like environments and behaving less like adults. It's worth keeping in mind that these behaviors happened within motion-capture suits designed to simulate actual movement in virtual bodies, so how much of this would transfer to MMOs is questionable. But it's an interesting set of variables to consider, especially in terms of how much we identify with our avatars in the game. [Thanks to David for the tip!]

  • Study reveals AI systems are as smart as a 4-year-old, lack common sense

    by 
    Mariella Moon
    Mariella Moon
    07.16.2013

    It'll take a long time before we see a J.A.R.V.I.S. in real life -- University of Illinois at Chicago researchers put MIT's ConceptNet 4 AI through the verbal portions of a children's IQ test, and rated its apparent relative intelligence as that of a 4-year-old. Despite an excellent vocabulary and ability to recognize similarities, the lack of basic life experience leaves one of the best AI systems unable to answer even easy "why" questions. Those sound simple, but not even the famed Watson supercomputer is capable of human-like comprehension, and research lead Robert Sloan believes we're far from developing one that is. We hope scientists get cracking and conjure up an AI worthy of our sci-fi dreams... so long as it doesn't pull a Skynet on humanity. [Image credit: Kenny Louie]

  • Report finds lack of mobile contract choice in the US, better value in Australia

    by 
    Sharif Sakr
    Sharif Sakr
    07.09.2013

    This may come as a shock to our Australian readers, who are so used to getting ripped off, but who are we to argue with the Organization for Economic Co-operation and Development? In a study of smartphone contracts across 12 countries, it found that Australia consistently offered the best value, whereas the US and Canada penalized low-usage customers and offered just average value to the rest. Admittedly, the analysis had to set some severe parameters in order to benchmark across so many different markets and pricing models, including focusing on two handsets (the 16GB iPhone 4S and Galaxy S II) and a single month of data (February 2012, which was before the anti-subsidy trend began in the US). In any case, bear all that in mind as you read on for a summary of the report's main conclusions.

  • Study: Mobile gamers download five titles a month, mostly through word of mouth

    by 
    Mike Schramm
    Mike Schramm
    05.23.2013

    A new study released by Applifier says that word of mouth is still the number one way mobile game players find the games they like. That doesn't necessarily mean in-person discussion about mobile games, however, though 36 percent of users did report that hearing from a friend or family member was a major source of games, and 25 percent of users said actually seeing a friend or family member play a game was one way they found out about their favorites. However, 43 percent of users say reading user reviews was the main way they found what they liked to play. Video is another big game pusher -- 70 percent of users polled by Applifier say that they watched online video about mobile games in the last week, and 45 percent of users said that watching the video had them downloading that same game right away. Most mobile game players, according to Applifier, download up to five mobile games a month, which is just a little more than one per week. Those games are played for about three hours per week, though obviously that's spread out across the entire week, so most likely little bits here and there rather than three hours at a time. And 20 percent of users, said Applifier, can be classified as "sharers," which means they are more likely to download more games, play more often and for longer and convert to paying users. All interesting stuff. For all of the infrastructure for app discovery built by Apple and others, odds are that you're still hearing about your favorite iOS downloads from the people that you know best anyway.

  • MMO devs most in danger of layoffs, study claims

    by 
    Justin Olivetti
    Justin Olivetti
    03.21.2013

    In an attempt to answer the question of whether the games industry is dying or not, Twisted Pixel Lead Developer Dan Teasdale conducted research into all of the layoffs of 2012 and believes he has found that, among other things, MMO developers had the highest risk of being fired. "Looking at the the raw number of people affected, MMO teams laid off more developers than console teams," Teasdale argues. He notes that 38% of video game industry layoffs hit MMO studios, although only 26% of MMO studios did any firing. Layoffs in Boston and Austin, including the closure of 38 Studios, accounted for a third of all industry layoffs, which could look good or bad depending on the total number of studios in those two cities relative to the rest of the industry (info hard to come by and not included in the study). One upshot of the report was that MMO studios tended to lay off fewer people when firings happened in comparison to social, mobile, and console studios. "While this probably isn't a surprise, it's a clear indication that it's way harder to survive as a social or MMO developer than a console developer," he concludes. However, the analysis does not break down the types of employees laid off, such as designers vs. support, community, and temporary contractors, roles common in the MMO industry.