The Official Website for the Dota Experiment

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The Official Website for the Dota Experiment Edition: 1 The DotA Experiment: Edition 1 The scientific journal for VALVE Software’s© Dota 2 P a g e | 1 The DotA Experiment: Edition 1 Written By: Nick D Edited By: Nick D Data Compiled By: Nick D Edition: 1 Date Started: 6/26/2012 Date Completed: Total Pages: 157 Total Articles: 22 Subject: Dota 2 Type: Community Analysis For: Valve Software Survey Name: TDEQ Survey Language: English Sample Size: 1,100 Survey Host: Sogosurveys.com Distributed Through: Playdota.com, Joindota.com, GosuGamers.net, Dotalicious-gaming.com, TeamLiquid.com, Dota 2 Reddit. P a g e | 2 The DotA Experiment: Edition 1 Table of Contents Click the Sections/Parts in the left column to be directed towards that page Introduction …The DotA Experiment …Page 4 Section 1 …Sample Analysis …Page 5 Part 1A …Demographics …Page 6 Part 1B …Server Interaction …Page 9 Part 1C …Sample Experience …Page 14 Part 1D …Sample Win-Rate …Page 20 Section 2 …Online Community Analysis …Page 26 Part 2A …Online Forums …Page 27 Part 2B …Forum Interaction …Page 34 Part 2C …Online Communication …Page 44 Part 2D …Hero Guides and Social Media …Page 53 Section 3 …In-Game Community Analysis …Page 62 Part 3A …Skill Ratings and Satisfaction …Page 63 Part 3B …Team Composition and Hero Roles …Page 71 Part 3C …Warding and Supportive Play …Page 80 Part 3D …Leadership and Teamwork …Page 88 Section 4 …Community Hero Ratings …Page 95 Part 4A …Favorite Heroes …Page 96 Part 4B …Least Favorite Heroes …Page 102 Part 4C …Imbalance Rating: “Over-Powered” …Page 108 Part 4D …Imbalance Rating: “Under-Powered” …Page 114 Section 5 …Event-Specific Community Analysis …Page 120 Part 5A …Mood, Willpower and Ego-Depletion …Page 121 Part 5B …In-Game Chat …Page 129 Part 5C …Allies and Teamwork …Page 136 Part 5D …Decision-Making, Collaboration and Sportsmanship …Page 145 Section V …Additional Studies …Page 152 Part V1 …Case Study TSR …Page 153 Part V2 …TSR Index …Page 158 Part V3 …TSR and UGR …Page 160 Conclusion …The DotA Experiment …Page 163 Reference Tables …Page 165 List of Implications …Page 181 Glossary …Page 184 Index of Charts and Figures …Page 190 Methods …Page 199 Credits …Page 200 P a g e | 3 The DotA Experiment: Edition 1 Statistical reasoning is an essential component of our This means that the sample demographics in terms of everyday lives. We think in terms of probability and skill or experience with DotA is controlled. Once Dota 2 constantly make inferences about future events. becomes publically accessible, the DNA of the However, there can never be one true reason behind community will change dramatically. There will be a any event. Rather than looking for truth, psychologists major insurgence of new players unlike anything seen attempt to find the closest thing to it through research before in the DotA community. We want to make sure methods. We rely upon statistics to give us data that can that the closed-beta community can safely merge with be stored, mapped, elaborated upon and analyzed. We the open-beta/public access community. The proposed attempt to understand events by addressing variables formula is simple- that may have caused them. We can then link those variables to other events and eventually draw 1. Brand satisfaction supports brand involvement. implications from them. The limits are endless and there 2. The longer a satisfied player is involved in Dota 2, the is always another variable to be studied. more chances there are for them to grow in the community. The subject behind each section in this journal 3. The more the satisfied player grows, the more likely addresses one specific set of variables pertaining to they are to build friendships.. Valve Software’s Dota 2. The first section offers a 4. The more a player plays with friends, the more likely complex demographic analysis of our sample, followed they are to communicate. by sections that analyze their responses to specific 5. The more a player communicates in-game, the more questions from The DotA Experiment Community likely they to form a brand investment with Dota 2. Questionnaire (TDEQ). We are going to study the 6. The more brand investment a player has with Dota 2, online community, the in-game community, in-game the more likely they are to engage in micro-transactions. mechanics, and how the community responds to event- 7. The more micro-transactions a player engages in, the specific scenarios. Each section contains four articles more money Valve can use to increase player constructed in an APA format. To understand the satisfaction. findings within each one, the reader should first read the abstract to understand the objective of the article, and If we look at the first part of the formula, we can see why the implications to understand the findings. The bulk of it is the most important. “Satisfaction” is the key word. the articles contain the statistical analysis used to draw What causes a player to become ‘satisfied’ or the implications. ‘dissatisfied’? Answering that question to the fullest potential is the goal of The DotA Experiment. The purpose of this journal is to provide archival data that can be used to track trends in the future. For I hope that you enjoy reading about the findings of this example, we may run this whole entire analysis again journal. There’s a lot of substance within each article to two months from now just to see if there are any help understand the current Dota 2 community and how changes in community behavior. Perhaps one small players interact with one another. Most importantly, this decision made by Valve increased community journal will be one of many resources used to track satisfaction exponentially in one region, but decreased it community trends. The methods behind each study were in another. Through research methods, we can carefully thought out with assistance from veteran DotA understand the effects of these changes and can predict community members. Their opinions on various subjects how the community will behave in the future. are featured throughout the journal as “Community Spotlights.” What makes this edition unique is that the sample analyzed was part of the Dota 2 closed-beta community. It is my hope and dream that the information found within this article can be used by Valve to help make Dota 2 the best it can be. It would be my honor to help them do this. P a g e | 4 The DotA Experiment: Edition 1 Part 1A Demographics Part 1B Server Demographics Part 1C Sample Experience Part 1D Sample Win Rate Table of Contents | Section 1 | Section 2 | Section 3 | Section 4 | Section 5 | Section V P a g e | 5 The DotA Experiment: Edition 1 Abstract Section 1 focuses on identifying the current sample of The DotA Experiment Questionnaire. The majority of the studies beyond this point will use the demographic research taken from these samples. Part 1A in particular is going to analyze the gender, location and servers played on by the sample. This will help to understand many trends in the future and how the studied demographic may have had an influence on the results. As you will see, a mass majority of the samples in this study are male. On top of that, about 25% of the samples are either from Germany or the U.S.A. Some continents such as Africa have very few participants, while others like Europe have collection of different participants from multiple countries. This study will also research what servers are played on the most by our sample. There will also be a cross analysis between the regions to understand the demographics for a player who might play on both US West and US East. Finally, the study will address a confounding variable- The DotA Experiment Community Questionnaire was only available in English. A follow-up study will open the research to an extended global population by being offered in different languages. Table of Contents | Section 1 | Section 2 | Section 3 | Section 4 | Section 5 | Section V P a g e | 6 The DotA Experiment: Edition 1 Introduction Section 1A is going to discuss two different topics. First, we will discuss the data pertaining to the gender demographic. Understanding this is important for mapping trends in the future. For example, if there is an increase in the female player base after Dota 2 goes into an open beta phase, we may want to search for reasons behind that. Second, we will discuss the geographic location of the sample. Understanding how the Dota 2 community grows through repeated analysis would help us track the international expansion of Dota 2. After the discussion, we will list the implications for the study and the errors or phantom variables that could have had an effect on the results. Finally, we will move into the conclusion where we will discuss a response to the topics addressed in the abstract. The questions from TDEQ that are addressed in this article include the following: Q1:I am a [Male/Female] from [This Country] Discussion The first question asked in TDEQ was a demographic question related to the participant’s gender. The sample size (N=1087) showed that a mass majority of the Dota 2 population is male. Chart 1.1 shows the sample response to the first part of this question. Chart 1.1: Sample response (N=1097) to the first part of Q1 from TDEQ: “I am a [Male/Female] from [This Country]”. The results from chart 1.1 show that 98.80% of the total sample is male and 1.10% is female.
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