New Daedalus data: girls heal and play elves, kids play Horde

This has been the common wisdom, or at least a stereotype, for quite some time, but apparently female players really are more likely to prefer healing than male players are. The Daedalus Project, one of my favorite sites about MMOs, has published some new results. The site focuses on sociological research about MMOs and MMO players, and among other things, the new results look at the gender and age breakdowns of how MMO players would respond to various hypothetical questions.
There were four questions asked, although one of them is only slightly applicable to WoW. For nice charts (as seen above) and full data, see the site, but I'll summarize the interesting points here, question-by-question. Note that it's possible that this data, being an aggregate of players of different MMOs, does not represent WoW well. I doubt it, however; given WoW's market dominance, most of the respondents probably are WoW players. Edit: note that in my summaries below, I'm merely point out trends, not causes. I'm not trying to say (for instance) that girls heal because they're girls; there are many other factors at play here.
- Good vs. evil. I know Horde and Alliance aren't quite as simple as good and evil, but that's certainly a perception about them anyway, so I think this question still relates to WoW. Results: Younger players are significantly more likely to choose evil than older players; around 36% of players 11–17 said they would choose evil, which trends down through all other age groups until only 15% of those over 35 chose evil. Male players in the mid age groups (18–35) are about 5% more likely to choose evil than females, but there is no effect of gender at the top or bottom age groups.
- Choosing a race. For simplicity, players were asked to choose between human, elf, and undead. Undead was the least popular overall; there was pretty much no effect of age; and female players were strikingly more likely to pick elves.
- Choosing an affinity, out of magic, nature, or technology. This could take the form of where a character derives their power from, or what type of pet they have, etc., depending on the game. I don't see much of a WoW connection here, but the results are: older players don't like technology as much, males like technology much more than females, and females like nature much more than males.
- Damage vs. healing. Players were asked whether they would prefer a damage spell or a healing spell. Female players were at least 10% more likely than male players to prefer healing, over all age brackets. Older players were also slightly more likely to prefer healing.
Filed under: Virtual selves






Reader Comments (Page 1 of 2)
Deathlike Mar 25th 2007 5:31PM
The Daedalus project is amazing. There is no doubt about that in my mind.
I wonder, though, how long it will take for this sort of data to make it to the real world.. And then get misinterpreted and have Jack Thompson yell "Video games make kids be evil in virtual worlds!" etc.
More seriously, does anyone think this sort of experiment will ever have an effect on the understanding or operation of "normal" society, where {"Normal" is "The Majority of people do not play World of Warcraft",} such as the workplaces or the educational systems of the world?
And I mean all of the data in the Daedalus project, not just what was recently released.
Asspigeon Mar 25th 2007 5:38PM
I think we are making far too big a deal out of female gamers. They have similar likes/dislikes as male players and will be as common as the male players a few years down the road.
I personally know 3 women who play WoW, 1 priest, 1 rogue, and 1 warrior. Trying to stereotype them one way or the other is silly and pointless.
Nick Yee Mar 25th 2007 6:02PM
I wanted to add briefly how complicated these gender findings can be, and how they might be a reflection of other variables. For example, we also know that female players are more likely to be playing with their romantic partners:
http://www.nickyee.com/daedalus/archives/001468.php
And it makes sense that a player's preferences might be shaped by their game-play history. Is it possible that men "encourage" their romantic partners to play healing/support classes to help their own playing styles?
Or for example, women are more likely to be playing in the same room with someone else playing:
http://www.nickyee.com/daedalus/archives/001518.php?page=3
Might this contextual difference lend itself to prefering more social modes of play? So I would caution interpreting the graphs in this article as being purely driven by gender, but rather, as the complicated outcome of gender, cultural, and contextual differences.
Eliah Hecht Mar 25th 2007 5:57PM
@2: Stereotyping is silly, I agree. Research, on the other hand, using actual data and statistics, I have no objection to. We do research on effects of gender on toothpaste preference and car color, so why not on preferences in games?
someone Mar 25th 2007 5:58PM
Do they physically go and talk to these people face to face? because if they don't there is really no doubt in my mind most people are lieing.
Futhermore theres things such as where the people they polled live(culture).
Also this has no bearing server to server, nor does it take into account the male population being greater than the female.
Also what really makes me not believe any of this is that undead was the least picked, when pre-BC they made up the highest population of the horde.
I would say more or less, but their site is down so I cant look my statements up.
Deathlike Mar 25th 2007 6:03PM
Someone, it's a very thorough research project that's been going on for years. It doesn't specify server-to-server because it doesn't specify a game at all.
These questions are all in general and I'm also certain they would use a 50/50 population of male and female gamers.
Sure, people can lie, but they can lie in every other survey ever done as well. That's a completely irrelevant point; there's nothing anyone can do with psychological research if you take lying into account. You can lie face-to-face as well, you know.
Sarah Mar 25th 2007 6:05PM
I'm a female, and I know more female players than males, I never understood this game bias that only guys play video games because to me it's been untrue, a nasty rumor. Even my 52 year old mom plays video games! I don't think I'm an exception, I just think that no one has ever asked us, they just assume we don't play. And trust me, there are many many females playing WoW, many, like me don't want to get lumped into some stereotype so I choose not to reveal my true sex online, and I don't Vent, you get too much attention.
Eliah Hecht Mar 25th 2007 6:08PM
Nick: thanks for stopping by! I didn't mean to over-simplify your results; it's almost certainly true that these decision are influenced by complex interactions of factors. I meant to point out trends rather than causes; I hope readers will interpret my summaries accordingly. Perhaps I should add a disclaimer.
I'm just really glad to see someone doing quantitative research in this field.
Nick Yee Mar 25th 2007 6:18PM
Eliah - Definitely not pointing fingers at all. If anything, I set up the simplistic tone in my article. I just wanted to avoid people getting the impression that I am arguing for hard-wired gender (i.e. sex) differences because the strong versions of those claims really worry me sometimes.
And thanks so much for posting about the findings! This helps a great deal in getting more players to respond to the surveys.
Anoki Mar 25th 2007 8:38PM
As a sociologist I am always fascinated by these kinds of studies. First, if this data was collected without collecting any personal information there would be no way to trace someone’s answers back to themselves so there is less reason to lie. Additionally, with any response study there are always people who answer untruthfully but the affect is normally minimal. Anyway, I think the findings just reaffirm what other studies have shown. Females are “wired” different then males and are more nurturing in nature. This could explain why they choose healers. They want to take care of other players. As far as younger players choosing “evil” classes I think that is something that reflects age. Games give children the opportunity to be the villain. It’s just an extension of their desire to test the waters and see what being on the other side is like. Anyway, this is pretty interesting stuff!
Burning Adrenaline Mar 25th 2007 10:29PM
Maybe I'm reading the chart info wrong, but the title of this post seems somewhat misleading. If 35.7% of the male players aged 11-17 choose "evil", doesn't that mean that 64.3% of males in that age bracket play "good"? If good = Alliance then shouldn't the title read "kids play Alliance"? No disrespect to either faction intended. Just curious if I'm reading this chart incorrectly.
the six winger Mar 25th 2007 10:40PM
well this ends the only little kids play alliance debate.
GamerJunkie Mar 25th 2007 10:46PM
I find it extremely amusing.. that more kids play Horde..
I've had this debate over and over with others and they would not believe my claim that lots of kids play horde.
I keep hearing this argument that horde is mostly played by older male adults and the reason they had so much success in PVP as well as being highly organized.
This research just proves what I've been saying all along that most people that roll horde are kids..
tripp Mar 25th 2007 10:53PM
Yeah 35% of the kids prefer evil. Im no mathematician but that wouls leave the other 65% for good? What am I missing?
chris poloncic Mar 25th 2007 10:52PM
Seems kind of slanted.
For simplicity sake, would you live in USA, Canada or Siberia?
Soda, Juice, or would you rather drink bleach?
Nick Yee Mar 25th 2007 11:21PM
WRT to the good/evil issue, you have to look at the corresponding graph to see what's happening: http://www.nickyee.com/daedalus/archives/001558.php?page=1
Most players prefer to play on the good side, but there is an age trend. Younger players are more likely to prefer the evil side than older players. So the more accurate phrasing would be "the average player age on the evil side tends to be lower". Of course, the Alliance/Horde split isn't a straight-forward good/evil split.
Andrew Mar 25th 2007 11:24PM
@11 The surveys are not saying that most children play evil, they are saying that as age increases, the tendency to play an evil character decreases.
Krianna Mar 25th 2007 11:26PM
For the 35% folks... Horde isn't purely evil. There are a lot of evil things involved, but there is a great deal of honor, too. Hard not to see a group that wants to wipe life with a plague as other than evil, though.
The Alliance, while being misguided, wrong, stuck up and what have you... are seldom seen as being honestly evil.
I'd suggest that a lot of 30-something males do play horde... and a lot of kids, too. Doesn't take a lot of organizers to make a group powerful, if folks are willing to be led.
Burning Adrenaline Mar 25th 2007 11:31PM
@17
Yes, and I figured the poll was saying that as people age, they tend to start choosing good over evil. However, my point is that this blog entry and people's comments here seem to be saying that more kids play Horde because of the poll results. If you look at the "kid section" (age 11-17) of the poll, it says that more people in that age bracket play "good". So if the people here consider "good" to be Alliance, then more kids are playing Alliance. (See post #11 for details.)
Adam Mar 26th 2007 2:05AM
The problem I have with this is the whole alliance = good, horde = evil. It isn't that cut and dry. I would have to say that in some ways the alliance is much more evil (just look at what some of them do in Warcraft 3) than the Horde, whose only evil race is the blood elves. Just because the Horde races are less pretty and look monster-ish does not equate evil.
So basically my point being that this survey saying younger players prefer evil does not equate to younger players playing Horde.