Nick Yee’s research while affiliated with Stanford University and other places

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Publications (45)


The Proteus Paradox: How Online Games and Virtual Worlds Change Us—and How They Don't
  • Book

January 2014

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1,442 Reads

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193 Citations

Nick Yee

Proteus, the mythical sea god who could alter his appearance at will, embodies one of the promises of online games: the ability to reinvent oneself. Yet inhabitants of virtual worlds rarely achieve this liberty, game researcher Nick Yee contends. Though online games evoke freedom and escapism, Yee shows that virtual spaces perpetuate social norms and stereotypes from the offline world, transform play into labor, and inspire racial scapegoating and superstitious thinking. And the change that does occur is often out of our control and effected by unparalleled—but rarely recognized—tools for controlling what players think and how they behave.


Data Collection in Massively Multiplayer Online Games: Methods, Analytic Obstacles, and Case Studies

March 2013

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594 Reads

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12 Citations

Massively Multiplayer Online Games (MMOGs) occupy a unique position in the videogaming landscape. While multiplayer computer games are certainly not new (Spacewars, in 1962, was already designed for two players), MMOGs have gone much farther than any other genre in their attempts to encourage social interactions between large groups of players. This is all the more interesting when considering that most of the activities offered in a MMOG, such as killing monsters, leveling up a character, gaining more powerful abilities and gear, etc., are all already available in single-player games: from an individual standpoint, one could have a strikingly similar experience playing a MMOG like World of Warcraft (Blizzard, 2004), for instance, and a single-player role-playing game (RPG) like Dragon Age (Electronic Arts, 2009). Therefore, what makes MMOGs so unique and interesting is their social architecture: the way each game world is designed to maximize opportunities for player-to-player interactions. In turn, it is these repeated player interactions that keep subscribers coming back – and paying their monthly fee: as previous studies have shown “it is the players that are addictive [in MMOGs], not the game itself (Lazarro 2004).” Understanding the nature and structure of player behaviors and interactions in online games is therefore not only an interesting (and fun) sociological question: it is also potentially a very lucrative one, since a better understanding of player behavior could lead to improved social architectures with even higher attractiveness to the players and a corresponding increased retention (and profit).


Online gaming motivations scale: Development and validation

May 2012

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3,186 Reads

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206 Citations

Understanding gaming motivations is important given the growing trend of incorporating game-based mechanisms in non-gaming applications. In this paper, we describe the development and validation of an online gaming motivations scale based on a 3-factor model. Data from 2,071 US participants and 645 Hong Kong and Taiwan participants is used to provide a cross-cultural validation of the developed scale. Analysis of actual in-game behavioral metrics is also provided to demonstrate predictive validity of the scale.


Table 5. Multiple regression for Professions 
Table 6. Multiple regression for World Events 
Through the Azerothian looking glass: Mapping in-game preferences to real world demographics
  • Article
  • Full-text available

May 2012

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199 Reads

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29 Citations

Examining how in-game behavior preferences map onto real world demographics provides important empirically-derived insights into how to match game-based mechanisms to target demographic segments. Using behavioral and demographic data from 1,037 World of Warcraft players, we use multiple regressions to provide this mapping. Given current interest in "gamifying" applications, we believe these findings are relevant for both gaming and non-gaming research.

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Introverted elves & conscientious gnomes: The expression of personality in World of Warcraft

May 2011

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1,722 Reads

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184 Citations

Personality inference can be used for dynamic personalization of content or system customization. In this study, we examined whether and how personality is expressed in Virtual Worlds (VWs). Survey data from 1,040 World of Warcraft players containing demographic and personality variables was paired with their VW behavioral metrics over a four-month period. Many behavioral cues in VWs were found to be related to personality. For example, Extraverts prefer group activities over solo activities. We also found that these behavioral indicators can be used to infer a player's personality.


Variation in importance of time-on-task with familiarity with mobile phone models

May 2011

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39 Reads

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10 Citations

Shunsuke Suzuki

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Nick Yee

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[...]

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Shin'ichi Fukuzumi

We studied the extent to which time-on-task is correlated with perception of usability for people who are familiar with a phone model and for those who are not. Our controlled experiment, conducted in Japan, correlated subjective usability assessments with time-on-task for expert and novice users on three different mobile phone models. We found that the correlation between perceived usability and time-on-task is stronger when participants are more familiar with the phone model. While not significant when initially inspecting a new phone model, a negative correlation between time-on-task and perceived usability becomes significant with as little as an hour's time doing tasks on the unfamiliar phone. This suggests that designing the UI to make time-on-task as short as possible may not have much effect on the purchase decision, but as experience increases, it may increase the loyalty of existing users.


Figure 1. Plot of player gender and character gender interaction with standard error bars. Note that larger F- M variance in this and next graph are due to much smaller sample size of women who gender-bend. 
Figure 2. Plot of player gender and character gender interaction with standard error bars. 
Do men heal more when in drag? Conflicting identity cues between user and avatar

May 2011

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2,285 Reads

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120 Citations

Studies in the Proteus Effect have shown that users conform to stereotypes associated with their avatar's appearance. In this study, we used longitudinal behavioral data from 1,040 users in a virtual world to examine the behavioral outcome of conflicting gender cues between user and avatar. We found that virtual gender had a significant effect on in-game behaviors for both healing and player-vs-player activity.


Figure 1. Average unique zones visited by week with 95% confidence interval error bars
Table 2 . Description of the Behavioral Metrics, Along With Their Respective Means, Standard Deviations, Averaged Pairwise Correlations Over the 6 Weeks, and the F Value From the Repeated Measures ANOVA Over the 6 Weeks
Table 4 . Significant Correlations Between Personality Factors and the Behavioral and Linguistic Metrics
The Expression of Personality in Virtual Worlds

December 2010

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800 Reads

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94 Citations

Social Psychological and Personality Science

To examine the expression of personality in virtual worlds (VWs), the authors tracked the behavioral and linguistic output of 76 students continuously over a 6-week period in the VW Second Life (SL). Behavioral metrics in SL were consistent over time, but low stabilities were observed for linguistic metrics. To examine the ways in which personality manifested in SL, participant's Big Five scores were correlated with their virtual behavioral and linguistic metrics. For example, Conscientiousness was corre-lated with many metrics related to geographical movement; however, there was low overlap with findings from previous studies. The authors provide some reasons for this low concordance. Their study hints at the potential of leveraging VWs to understand the link not only between personality and behavior but also among other social and psychological phenomena as well. Every morning, at exactly 7 o'clock, Stella treks to her farm to harvest and plant a new crop of peas, but in the popular Face-book harvesting game FarmVille, she can do this without even breaking a sweat. And over in the virtual world (VW) Second Life (SL) where users create all of the world's content, Marcus is wondering whether his new Mohawk hairdo would send the wrong message at the academic panel he is attending or whether it would be considered stylish in the context of SL. As VWs become mainstream, a critical psychological issue is whether and how personality manifests itself in VWs.


Figure 1: The sample's content preferences (mean + SD) as collected in the setup procedure.  
Table 1 : distribution of the independent variable across messages that received a response.
Effects of content and time of delivery on receptivity to mobile interruptions

September 2010

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894 Reads

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145 Citations

In this paper we investigate effects of the content of interruptions and of the time of interruption delivery on mobile phones. We review related work and report on a naturalistic quasi-experiment using experience-sampling that showed that the receptivity to an interruption is influenced by its content rather than by its time of delivery in the employed modality of delivery - SMS. We also examined the underlying variables that increase the perceived quality of content and found that the factors interest, entertainment, relevance and actionability influence people's receptivity significantly. Our findings inform system design that seeks to provide context-sensitive information or to predict interruptibility and suggest the consideration of receptivity as an extension to the way we think and reason about interruptibility.


Figure 2 Gender x playing with partner interaction on physical aggression scores.
Figure 3 Gender x playing with partner interaction on social motivation.
Figure 4: Gender x playing with partner interaction on happiness.
Looking for Gender: Gender Roles and Behaviors Among Online Gamers

December 2009

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7,279 Reads

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374 Citations

Journal of Communication

Several hypotheses regarding the importance of gender and relationships were tested by combining a large survey dataset with unobtrusive behavioral data from 1 year of play. Consistent with expectations, males played for achievement-oriented reasons and were more aggressive, especially within romantic relationships where both partners played. Female players in such relationships had higher general happiness than their male counterparts. Contrary to stereotypes and current hypotheses, it was the female players who played the most. Female players were also healthier than male players or females in the general population. The findings have implications for gender theory and communication-oriented methods in games and online research-most notably for the use of self-reported time spent, which was systematically incorrect and different by gender.


Citations (43)


... As with most aspects of human decision making and behavior (e.g., choice of literature, body language, leisure-time activities, decoration of personal space), personality traits play a central role in shaping how users respond to stimuli and experiences in virtual worlds [70,71]. Therefore, even though players typically assume a fictional identity in video games -in terms of role (e.g., king, soldier, race driver), species (e.g., human, orc, elf), and other attributes (e.g., gender and age, body features, special abilities) -their individual playing styles often contain discernible traces of real-world personality [70,72,73]. ...

Reference:

Surveilling the gamers: Privacy impacts of the video game industry
Data Collection in Massively Multiplayer Online Games: Methods, Analytic Obstacles, and Case Studies
  • Citing Chapter
  • March 2013

... Furthermore, this expressed culture can demonstrate remarkable long-term resilience in the face of significant threats and pressure, which seems to challenge the 'social network'-type descriptions often used to explain the persistent groups seen in many online games (e.g. Ducheanaut & Yee, 2009). ...

Collective Solitude and Social Networks in World of Warcraft
  • Citing Article
  • January 2008

... Covered contexts included education courses, mentoring induction programs and professional development focused on teaching skills improvement. The reviewed studies centered around four main areas: teaching classroom or behavior management skills (Bailenson et al., 2008), special education topics (Garland et al., 2012), students' emotional needs (Passig & Moshe, 2008) and content-area learning (Mikropoulos et al., 2003). Overall, the existing literature reports that the use of high-immersion VR enables improved comprehension of various disabilities and content-specific curricula, together with the ability of promoting emotional awareness. ...

The Use of Immersive Virtual Reality in the Learning Sciences: Digital Transformations of Teachers, Students, and Social Context
  • Citing Article
  • February 2008

Journal of the Learning Sciences

... In other words, it is possible to Transformed Representation 6 specify faces that contain a 20% or 40% contribution from a participant's face. The impact of this facial-similarity manipulation has been tested in a series of studies in voting behavior (Bailenson, Garland, Iyengar, & Yee, 2006; Bailenson, Iyengar, Yee, & Collins, 2006). The results of both studies showed that facial similarity is a powerful cue, changing voting behavior even in high-profile elections where a great deal of other information and partisan biases exist, such as the 2004 presidential election. ...

Facial Similarity 1 Facial Similarity as a Voting Heuristic: Some Experimental Evidence

... This allows for experimentation with different aspects of identity, self-expression and representation, potentially leading to a broadening or modification of one's self-concept. Interacting with others through avatars can shape how individuals perceive themselves [22,23]. As individuals control and inhabit an avatar, they may develop a sense of ownership and identification with it [24]. ...

The Proteus Paradox: How Online Games and Virtual Worlds Change Us—and How They Don't
  • Citing Book
  • January 2014

... Thus, the gender difference found in the current study may be specific to a sample of gamers. For instance, previous research has found that female gamers report worse mental health, specifically greater levels of depression, than male gamers and the general female population (Williams et al., 2008). This points to the need for further research to both better understand female gamers specifically as well as address possible gender differences within the mindfulness literature more broadly. ...

Who plays, how much, and why? Debunking the stereotypical gamer profile

Journal of Computer-Mediated Communication

... In 2007, Yee and Bailenson [19] discovered that an avatar's appearance can significantly impact users' behavior -a phenomenon known as the Proteus effect. They found that users with more attractive or taller avatars exhibited increased self-confidence and altered behaviors [19,20]. Researchers explain that users adapt their behavior in accordance to the avatar's appearance and the connected stereotypical associations [4,15,16]. ...

The Difference Between Being and Seeing: The Relative Contribution of Self-Perception and Priming to Behavioral Changes via Digital Self-Representation
  • Citing Article
  • May 2009

Media Psychology

... Interestingly, the embodiment of avatars with stereotypical characteristics can even change users' behavior, attitude, and perceptiona phenomenon known as the Proteus effect [100,101]. Kocur et al. [49], for example, found that the embodiment of muscular avatars increased users' grip strength and reduced their perceived exertion while holding weights. Similarly, Kocur et al. [46] revealed that users who embodied an athletic avatar had a lower perceived exertion and heart rate (HR) response while cycling in VR than those who embodied a non-athletic avatar. ...

THE PROTEUS EFFECT: BEHAVIORAL MODIFICATION VIA TRANSFORMATIONS OF DIGITAL SELF-REPRESENTATION
  • Citing Article

... In addition to the structural characteristics of digital games (e.g., D. King et al., 2010), the appeal of digital gaming is influenced by the individual's motivation to play. To investigate the reasons behind digital gaming, scholars have relied on, for example, the self-determination theory (Przybylski et al., 2010), as well as developed scales to measure digital gaming motivations (e.g., Demetrovics et al., 2011;Kahn et al., 2015;Yee et al., 2012). Despite these efforts, according to Cheah et al. (2022), there is a call for further research, especially on theoretical and methodological advancements. ...

Online gaming motivations scale: Development and validation
  • Citing Article
  • May 2012

... For example, repeated exposure to VR has been found to decrease simulation sickness . Collecting such data can occur through long-term field studies with interviews (e.g., Wetsch, 2008) or longitudinal lab studies (e.g., ) that include repeated behavioral measures (e.g., Yee and Bailenson, 2008). However, few longitudinal studies in VR exist (with important exceptions, e.g., Fruchter, 2018). ...

A Method for Longitudinal Behavioral Data Collection in Second Life
  • Citing Article
  • December 2008

Presence Teleoperators & Virtual Environments