Abstract
What in-game attributes predict players’ offline gender? Our research addresses this question using behavioral logs of over 4,000 EverQuest II players. The analysis compares four variable sets with multiple combinations of character types (avatar characteristics or gameplay behaviors; primary or nonprimary character), three server types within the game (roleplaying, player-vs-player, and player-vs-environment), and three types of predictive machine learning models (JRip, J48, and Random Tree). Overall, the most highly predictive, interpretable model has an f-measure of 0.94 and suggests the primary character gender and number of male and female characters a player has provide the most prediction value, with players choosing characters to match their own gender. The results also suggest that female players craft, scribe recipes, and harvest items more than male players. While the strength of these findings varies by server type, they are generally consistent with previous research and suggest that players tend to play in ways that are consistent with their offline identities.
Access this chapter
Tax calculation will be finalised at checkout
Purchases are for personal use only
Similar content being viewed by others
References
Huh, S., Williams, D.: Dude looks like a lady: Gender swapping in an online game. In: Bainbridge, W. (ed.) Online Worlds: Convergence of the Real and the Virtual. pp. 161–174, Springer, London (2010)
Yee, N., Ducheneaut, N., Yao, M., Nelson, L.: Do men heal more when in drag?: Conflicting identity cues between user and avatar. Proceedings of the SIGCHI Conference on Human Factors in Computing Systems. ACM (2011)
Hussain, Z., Griffiths, M.D.: Gender swapping and socializing in cyberspace: An exploratory study. CyberPsychol. Behav. 11(1):47–53 (2008)
Roberts, L.D., Parks, M.R.: The social geography of gender-switching in virtual environments on the Internet. Inf. Commun. Soc. 2(4):521–540 (1999)
MacCallum-Stewart, E.: Real boys carry girly epics: Normalising gender bending in online games. Eludamos J. Comput. Game Cult. 2(1):27–40 (2008)
Yee, N.: Maps of digital desires: Exploring the topography of gender and play in online games. In: Kafai, Y.B., Heeter, C., Denner, J., Sun, J.Y. (eds.) Beyond Barbie and Mortal Kombat: New Perspectives on Gender and Gaming. pp. 83–96, MIT Pres, Cambridge (2008)
Hall, M., Frank, E., Holmes, G., Pfahringer, B., Reutemann, P., Witten, I.H.: The WEKA data mining software: An update. SIGKDD Explor. 11(1) (2009)
Pang-Ning, T., Steinbach, M., Kumar, V.: Introduction to Data Mining. Addison-Wesley Longman Publishing, Boston (2005)
Russell, S., Norvig, P.: Artificial Intelligence: A Modern Approach. Prentice Hall, Upper Saddle River (2010)
Williams, D., Kennedy, T.L.M., Moore, R.J.: Behind the avatar: The patterns, practices, and functions of role playing in MMOs. Games Cult. 6(2):171–200 (2011)
Donath, J.S.: Identity and deception in the virtual community. In: Smith, M.A., Kollock, P. (eds.) Communities in Cyberspace, pp. 29–59, Routledge, London (1999)
Acknowledgments
The research reported herein was supported by the National Science Foundation (NSF) via award number: IIS-0729421, the Army Research Institute (ARI) via award number W91WAW-08-C-0106, Air Force Research Lab (AFRL) via Contract No: EA8650-10-C-7010 and the Army Research Lab (ARL) Network Science–Collaborative Technology Alliance (NSCTA) via BBN TECH/W911NF-09-2-0053. The data used for this research were provided by the SONY Online Entertainment (SONY Corporation). We gratefully acknowledge all our sponsors. The findings presented do not in any way represent, either directly or through implication, the policies of these organizations.
Author information
Authors and Affiliations
Corresponding author
Editor information
Editors and Affiliations
Rights and permissions
Copyright information
© 2014 Springer International Publishing Switzerland
About this paper
Cite this paper
Kennedy, T., Ratan, R., Kapoor, K., Pathak, N., Williams, D., Srivastava, J. (2014). Predicting MMO Player Gender from In-Game Attributes Using Machine Learning Models. In: Ahmad, M., Shen, C., Srivastava, J., Contractor, N. (eds) Predicting Real World Behaviors from Virtual World Data. Springer Proceedings in Complexity. Springer, Cham. https://doi.org/10.1007/978-3-319-07142-8_5
Download citation
DOI: https://doi.org/10.1007/978-3-319-07142-8_5
Published:
Publisher Name: Springer, Cham
Print ISBN: 978-3-319-07141-1
Online ISBN: 978-3-319-07142-8
eBook Packages: Computer ScienceComputer Science (R0)