Data Games

September 30, 2010 - 5:41 pm
Irradiated by LabRat
Comments Off

Thanks to Holly, a link to a Stanford article about a study that manages to combine facepalmy Just-So evo psych with facepalmy ignorance of gaming. It’s a doozy. You all know what this means.

Allan Reiss, MD, and his colleagues have a pretty good idea why your husband or boyfriend can’t put down the Halo 3. In a first-of-its-kind imaging study, the Stanford University School of Medicine researchers have shown that the part of the brain that generates rewarding feelings is more activated in men than women during video-game play.

As Holly pointed out, “activating the reward center of the brain” is pretty much a very dense and literal way to say “generated an experience that in some way felt good”. Drugs work by directly generating neurochemical experiences, which isn’t even the same thing as feeling good; if you find the experience of being completely emotionally numb alarming and upsetting you’re unlikely to become addicted to Xanax, and if you find the experience of being hyper-wired and unable to relax alarming or upsetting you’re unlikely to become addicted to cocaine. The physical dependence comes long after repetitions of the experience performed because the experience was enjoyable in some way.

All of which is to say what should be obvious to the researchers- it certainly is to the gaming industry- which is that if anyone’s getting “addicted” to Halo 3, it’s because playing it is fun. Games that aren’t fun don’t get played and don’t sell, which is why Minesweeper hasn’t had the same impact on society as crack despite being theoretically a very efficient reward-delivery system.

“These gender differences may help explain why males are more attracted to, and more likely to become ‘hooked’ on video games than females,” the researchers wrote in their paper, which was recently published online in the Journal of Psychiatric Research.

More than 230 million video and computer games were sold in 2005, and polls show that 40 percent of Americans play games on a computer or a console. According to a 2007 Harris Interactive survey, young males are two to three times more likely than females to feel addicted to video games, such as the Halo series so popular in recent years.

It’s also possible that what explains why there are more and more dedicated male gamers than female gamers is that the gaming industry is a massive boys’ club, virtually all video games are almost exclusively designed by and marketed to young men, and the industry overall has so little idea how one would possibly market a video game to girls or women that when they get a vague inkling that women are a large and growing subset of their market and try, the result is almost always something along the lines of “Barbie Horse Adventures”. (Real game*.) The only time that video games aren’t aggressively built around male fantasies and male gaze is games marketed “for the whole family”, which tends to lump women in with grandparents and young children. It wouldn’t be a groundbreaking research finding to note that things tend to be most popular with the age and gender for whom they are expressly designed by and for and marketed to.

Look, I love video games and I’ve been playing them since the Atari 7800, but I and every other female gamer on the planet know that the industry hasn’t got the slightest fucking idea what to do with us. Yet we’re still playing anyway, because even if we’re nowhere near the target market there’s still enough basically fun in them to make playing them worth it. I will note however that I don’t tend to go for the “extremely masculine space marine in space armor shoots everyone from behind a chest-high wall in a manly fashion” genre.

Despite the popularity of video and computer games, little is known about the neural processes that occur as people play these games.

Possibly because running brain imaging studies is a huge amount of money invested into a necessarily small number of subjects in order to get results like “things people find fun activate fun region of brain”? Or because playing games is a broad term for experiences that can be fairly complex and often differ hugely in their structure and therefore likely cognitive handling? All of which suggest that the data gained actually will tell you almost nothing of worth unless it turned out that result yielded was “things people find fun activate primal terror region of brain”?

And no research had been done on gender-specific differences in the brain’s response to video games.

Possibly because the belief that the data gained will tell you anything useful is even stupider than the above? Running studies on how women’s versus men’s brains handle video games is every bit as sensible as running studies on how their brains handle other complex tasks that involve integrating rapid sensory input and problem-solving, like driving. Oh Christ except I know there’s some sort of women-drivers study out there taking this exact approach…

He and his colleagues became interested in exploring the concept of territoriality, and they determined the best way to do so was with a simple computer game.

The game is viewable on the article, by the way. If you don’t want to go look, I was going to describe it as a shitty version of Pong or Breakout, except Breakout was a tour de force compared to this thing. I know a game that looks like a freshman CS student’s final project isn’t a fair comparison to a commercially produced product, but using this thing to study gaming is like using a Big Wheels to study car culture. The article goes on to describe the rules and features of the game in case we’re too lazy to look, too.

The researchers designed a game involving a vertical line (the “wall”) in the middle of a computer screen. When the game begins, 10 balls appear to the right of the wall and travel left toward the wall. Each time a ball is clicked, it disappears from the screen. If the balls are kept a certain distance from the wall, the wall moves to the right and the player gains territory, or space, on the screen. If a ball hits the wall before it’s clicked, the line moves to the left and the player loses territory on the screen.

It manages to be even duller than it sounds, but possibly this is just my woman’s brain talking.

During this study, 22 young adults (11 men and 11 women) played numerous 24-second intervals of the game while being hooked up to a functional magnetic resonance imaging, or fMRI, machine. fMRI is designed to produce a dynamic image showing which parts of the brain are working during a given activity.

Young adults = broke undergrads. By the way, can we PLEASE stop pretending that eighteen year old North American college students are representative of the entire species in all times and places?

Study participants were instructed to click as many balls as possible; they weren’t told that they could gain or lose territory depending on what they did with the balls.

You… don’t really need to tell them that. It’s how the game works. You don’t really need to include an instruction manual with Pong in order for the result of “if you get the ball past the other paddle you get points” to not be a paradigm-changing surprise either. Unless these are broke college students with a really severe developmental disability, figuring out the rules and consequences of extremely simple games is a baseline skill.

Reiss said all participants quickly learned the point of the game, and the male and female participants wound up clicking on the same number of balls. The men, however, wound up gaining a significantly greater amount of space than the women. That’s because the men identified which balls—the ones closest to the “wall”—would help them acquire the most space if clicked.

“The females ‘got’ the game, and they moved the wall in the direction you would expect,” said Reiss, who is director of the Center for Interdisciplinary Brain Sciences Research. “They appeared motivated to succeed at the game. The males were just a lot more motivated to succeed.”

Or- and this could even be a legitimate research result- they had faster twitch reflexes. Possibly by what was likely to have been a childhood playing a lot of twitch games expressly marketed to them. Or they cared more about winning no matter how stupid the game in question they were playing was. Or they found rapidly clicking on balls slightly more soothing on the stress of sitting in a humming MRI machine during an apparently pointless experiment. Or…

After analyzing the imaging data for the entire group, the researchers found that the participants showed activation in the brain’s mesocorticolimbic center, the region typically associated with reward and addiction. Male brains, however, showed much greater activation, and the amount of activation was correlated with how much territory they gained. (This wasn’t the case with women.)

“Subjects who were more motivated to play and had more fun at it activate fun and motivation region of brain more”

Three structures within the reward circuit—the nucleus accumbens, amygdala and orbitofrontal cortex—were also shown to influence each other much more in men than in women. And the better connected this circuit was, the better males performed in the game.

“Fun and motivation region of brain more active when player is performing better” Also, the first rule of tautology club is the first rule of tautology club.

The findings indicate, the researchers said, that successfully acquiring territory in a computer game format is more rewarding for men than for women.

Or men are more rewarded by pointless computer games. Or men are more into a fidgety distraction when undergoing a boring and slightly unpleasant experience. Or men are more motivated to win at something even though the task seems utterly pointless for the sheer sake of winning. Actually, you probably could have enhanced the value of this study tenfold by providing a carefully worded questionnaire afterward asking the subject how they felt about what they were doing and what they thought the point of the game was- as well as whether video games were or had been among their hobbies.

And Reiss, for one, isn’t surprised. “I think it’s fair to say that males tend to be more intrinsically territorial,” he said. “It doesn’t take a genius to figure out who historically are the conquerors and tyrants of our species—they’re the males.”

Unless, of course, you’re not actually investigating but fishing for data to attach to a preformed conclusion. Also the statement “males tend to be more intrinsically territorial” can only be made by a man who has not paid that much attention to what the people in the Female Universe are doing. Within areas that they identify as important, women and girls can be viciously territorial. This shouldn’t be an evolutionarily challenging conclusion, either; in species that are markedly territorial, males don’t tend to be any more territorial than females are. They may be more involved with going out and securing it or defending it if in a species that lives in mixed-gender groups, but females don’t happily share territory in their absence either.

Reiss said this research also suggests that males have neural circuitry that makes them more liable than women to feel rewarded by a computer game with a territorial component and then more motivated to continue game-playing behavior.

Please do me a favor and go watch the video of the game in progress. Then see if you can say, with a straight face, that this thing imitates the process of gaining and defending “territory” to the point that we can make evolutionary conclusions about deep gender differences in our species based on it.

Thought exercise: can you imagine getting significantly different results if you hadn’t used North American college students? Mixed up the age range, or the study had been conducted in a lower-technology culture in which gaming doesn’t have a specific social context?

“Most of the computer games that are really popular with males are territory- and aggression-type games,” he pointed out.

As above, most computer games that are really popular are popular with males. Also, it’s actually really difficult to design a game that isn’t somehow based around “aggression” or “territory” or competition that’s still any fun whatsoever; virtual flower-arranging just isn’t that exciting. Your choices are pretty much limited to Tetris, Nintendogs, and the Katamari series. Though this attitude probably does explain why the MMORPG industry’s idea of making their product more attractive to women is including more collectible mini-pets and crafting activities**.

Reiss said the team’s findings may apply to other types of video and computer games. “This is a fairly representative, generic computer game,” he said, adding that he and his colleagues are planning further work in this area.

Uhhhhh… not really. This statement would have been true around the time of Pong’s release, but what it’s representative of and generic to is really extraordinarily boring computer games. The sad thing here is that it’s not like there’s the slightest amount of shortage of games that really explicitly are about acquiring and defending territory, and no shortage of male and female gamers skilled at playing them; this would be easy to actually study, though you’d probably have to forgo pretending that you need an MRI image to demonstrate that the players are having fun and experiencing motivation.

Comparing gamers to gamers and nongamers to nongamers would also be another good start- it’s not the instinctive first response of everybody, when handed a pointless game, to play to “win” it- and this makes a difference in motivation way, way more significant than gender.

I suspect that even if you suddenly managed to eliminate the cluelessness of game companies and the very… notably young-male dominated gamer culture of the “Tits or GTFO” reflex, women would probably remain the minority in gaming. Maybe this is even for neurological or hormonal reasons rather than the very gross and forceful cultural reasons that exist now. But attempting to use this to demonstrate that men conquered the world because they like to click dots faster is just… sad.

*The really sad thing is that these things are, in addition to being clumsily and stereotypically handled, incredible pieces of shit as a rule. Red Dead Redemption and Shadow of the Colossus are both better horse simulators even though that’s only a fraction of their gameplay. The failure of these sorts of games is often cited as why it’s fruitless for the industry to pursue anyone other than young males, but apparently the idea that the game must be well-made, pretty to look at, and fun to play is a male-specific marketing strategy.

**My Warcraft characters’ mini-pet collection pales next to Stingray’s or my guild leader’s. I craft because it makes me gold, but I resent the necessity, whereas Stingray’s main character has at least two special titles expressly earned from dedication to crafting professions. Meanwhile my two plate-wearing tanking characters whose express job in game is to get beaten up by the monsters have the bellies inexplicably cut out of their chest armor. Go on and ask whether this is true of the male models of the same armor. The plural of “anecdote” isn’t “data”, but if this is Blizzard’s way of marketing to women it’s not working out that well.

No Responses to “Data Games”

  1. Holly Says:

    My favorite part was “The females ‘got’ the game, and they moved the wall in the direction you would expect,” which made me briefly wonder if they did a parallel experiment with rhesus monkeys or something, rather than adult women of normal intelligence from a technological society. I can also trade tokens for small pieces of fruit if you’d like.

  2. Kristopher Says:

    Exposed bellybuttons on main tanks distract the Lich King.

  3. Sturmgewehr Says:

    So … what kind of video games would females be interested in?

    (I ask this seriously. I went to an all boys high school, currently studying electrical engineering. I really don’t know that much about girls.)

  4. JuanBobo Says:

    Everyone knows there aren’t any “womenz on the interwebs”!!!
    It’s dude’s pretending to be chicks, etc.

  5. LabRat Says:

    So … what kind of video games would females be interested in?

    I actually did have to stop and think about that one in that “fish have no word for water” sort of way.

    Basically the same kinds of games guys like, because game developers really do have a pretty good handle on what’s fun, only without the overwhelming sense that the default and only point of view or kind of story character is male.

    Rule of Rose is actually an excellent example; it takes the kind of cruel little-girl politics and power games that every girl is familiar with and boys are at least dimly aware of, sets them in isolation, and pulls off the survival horror thing quite well. Its only problem is that it plays that to the hilt; having your player character be a frightened and nearly helpless girl is very effective for atmosphere purposes but by the time you’ve pitched the controller through the TV screen because she’s been killed by a passing breeze for the seventieth time it wears a bit thin. Having the controllable player character be a bit more competent when under control is an acceptable break from reality, but overall the game is a great example of “there are more stories than that thing that could happen to an eighteen year old dude that was the chosen one”.

    Mass Effect is another good example; if you’re watching everything like a hawk the fact that it was built around a male baseline is perceptible, but they went to enough effort with their narration and writing that it is entirely possible to blast through the galaxy as Jennifer Shepard, heroine extraordinaire and have that feel like a story that is about her rather than him.

    Really having Pokemon ask you in the beginning “Are you a BOY or a GIRL?” and give you a choice of your mute avatar was a bigger step forward for the gaming industry in making things more fun for the gamers without penises than Barbie Horse Adventure ever could have been.

  6. Matt Says:

    Sturmgewehr, that’s a question I’ve asked fairly often, and never gotten back the kind of answer that a game developer could draw useful information out of.

    (Well, OK…a certain kind of game developer would do well to hear five hundred variations of “DON’T FSCKING PATRONIZE US WITH BULLSHIT LIKE ‘BARBIE HORSE ADVENTURES’, ASSHOLE!”. But that kind of game developer isn’t likely to listen to any input at all.)

    I have an (unconfirmed!) suspicion that the day the most sophisticated computer game on Earth has approximately the same level of narrative sophistication as what the typical recreational reader expects to see in a novel will be a big crossover day for women and gaming. Despite moving steadily closer, we remain so far from that day that I’m unsure whether it’ll occur in my lifetime. (Of course, in the meantime, my wife is practically addicted to puzzle-based flash games, which at least don’t try to pretend to be something they most emphatically are not.)

    But ultimately, if women want games designed for women, they’ll have to start becoming game designers. And if Our Hostess wants to provide an insider answer, I’m sure it’d be appreciated by all.

  7. Matt Says:

    …and of course she does just that, as I’m typing. :)

    “Fish have no word for water” really covers it well, I think. Male game designers have no experience of not being male.

  8. LabRat Says:

    Novels are a good example and I’m still debating whether that’s worth a post of its own; the short version is that many of my favorite and “on” female characters are written by men, but I don’t think that would have been possible without the vanguard of women that penetrated the fantasy and science fiction market in the seventies and eighties. I may not be a fan of Mercedes Lackey or Ursula Le Guin, but they were indispensable nonetheless. Another subject that may well be its own post is how the most straight and self-indulgent fantasy written by women often mirrors the same genre written by men in how it treats the opposite sex as objects.

    It occurred to me after I’d posted that another interesting example of a game that caters to a female point of view and manages to function is Final Fantasy X-2. It’s very blatant in its fanservice for male gamers with its relentless loving camera on the tits and ass, and it’s stereotypical and somewhat condescending in making the game with the all-female main cast operate with “dress spheres” in which their powers and abilities are based around costume (and again with the lovingly rendered body-focused transformation sequences), but nonetheless it’s a story that’s entirely about the women and the story itself is a good one. Likewise as silly as the dress sphere business is in concept, it’s also a fun and functional mechanic that actually works and is less clunky than the Final Fantasy X mechanic was. In a lot of ways it’s a ham-handed attempt to appeal to “female gamers” and satisfy the Young Male Gamer in the same time, but because it fulfills “well-made, pretty to look at, and fun” it works despite the ham-handedness.

    Also, as much as I could bitch about it, if I think about a generic Japanese or American teenage girl for whom “pop idol” is a good fantasy and dressing up is lots of fun, she probably would have thought ALL of it was A W E S O M E.

  9. Eseell Says:

    When this came out today I immediately thought of this post.

  10. Steve Says:

    Ladies,waiting around for a predominantly male environment to develop games that you will want to play is a loosing bet. Stop whining and go to work in the game industry, affect the change from within. You are the best judge of what you want to play. Depending on a 25 year old man that has yet to discover soap and has never had a girl friend will not get the job done. Would you trust this person who is completely clueless when it come to the fairer sex to develop a game that you will want to play? You will have to take up the challenge grab the flag and charge up that hill!

    Please no slamming on grammar, punctuation, spelling, run on sentences or choosing the wrong word for the proper meaning when spell checking as I am trapped in the body of a dyslexic.

  11. LabRat Says:

    How about I don’t slam on grammar, punctuation, spelling, or run on sentences, and instead slam on the fact that what you just said is both remarkably condescending and trivially fucking obvious?

    I was complaining about stupid assumptions about the value of data made by researchers who should know better for extremely obvious reasons, not demanding that a heavily male-dominated industry suddenly develop enough experience and empathy to understand how to change, while making the again obvious observation that said industry is both heavily male-dominated and broadly failing at marketing to the opposite sex. I also often remark and sometimes much more directly complain about politics and policy when I am not a legislator, but for some unfathomable reason no one tells me to shut up until I become one.

    Here’s the part where I’m petty about words: there’s two authors here and only one of them is a lady. I do not represent the Guild of Women or even a Guild of Female Gamers so this usage is also inapplicable.

  12. Steve Says:

    LabRat

    my comment was not aimed at researchers stupid assumptions. I’ll stand by what I wrote and accept your slam.

  13. LabRat Says:

    I know it wasn’t. The post was. That you felt the need to use these comments to tell women in general (I seriously am not the union representative) to stop crying and start working in the game industry was the reason for the slam.

  14. Silverevilchao Says:

    THAT FREAKING STUDY IS COMPLETE AND UTTER BULLSHIT.

    Mom can attest to the fact that I’ve played games for HOURS on end…because I freaking LIKE them. Metroid Prime 3 was beaten for the first time with two 7-hour sessions; both Persona 3 and Persona 4 took 120 hours to beat (not combined; BOTH games had main stories 120 hours long); my Pokemon SoulSilver game has a playtime of 640:52 (that’s 640 HOURS, 52 MINUTES) and I’ve had the game since the end of March; my other Pokemon games have playtimes of 999:59 (that’s so high that the game can’t track it anymore). While I haven’t played any console games for weeks, that’s because of school, not because I don’t want to.

    I also hate the idea that games should be made that specifically target girls. It’s like the idea that Japanese developers should make games specifically targeting Westerners - it results in games that use the stereotypes of their perceived fanbase and half-assedly executes the supposed gameplay ideas they want. And honestly…what defines “for girls”? It’s stereotypical to assume that girls only want dressup in their games, and, from personal experience, girls LIKE what they play in video games; that’s why they keep playing them. Maybe it’s not “ladylike” to like shooting aliens or fighting fragments of people’s subconscious with a giant penis monster, but it’s fun, and that’s what matters.

    Not to mention, there are definitely some things that come to mind in terms of “girl appeal”. I’m sure Yuri from Infinite Space or Arisato from Persona 3 don’t appeal to straight guys as much as they appeal to girls, and Nintendo has had characters like Kirby, Wigglytuff, and Samus for years. The difference between this and games catered to girls is that these games have great gameplay (and in the case of Persona 3 and Infinite Space, stories), regardless of who they’re trying to appeal to.