The Community-Driven, Scientific Journal for Dota 2 © Written By: Nick

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The Community-Driven, Scientific Journal for Dota 2 © Written By: Nick DotA Experiment The community-driven, scientific journal for Dota 2 © Written By: Nick “LostENT” Dauchot Edited By: Sloth.ps Designed By: Lycan Edition: 2 (Open Beta) For: Valve Software, IceFrog, and the Dota 2 team 1 “Still a great game after 11 years of playing it. I applaud our almighty Icefrog for his game design and balance decisions. As an aspiring video game developer, he is one of the persons I look up to in the industry besides Valve.” -YOLOSOLO 2 DotA Experiment The user-made scientific journal for VALVE Software’s® DotA 2 www.thedotaexperiment.com 3 DotA Experiment Written By: Nick Dauchot Edited By: Sloth.ps Data Compiled By: Nick Dauchot Designed By: Lycan Edition: 2 Date Started: 6/26/2013 Date Completed: 8/02/2013 Total Pages: 122 Total Articles: 20 Subject: Dota 2 Type: Community Analysis For: Valve Software Survey Name: TDEQ Survey Language: English Sample Size: 3,400 Survey Host: Sogosurveys.com Distributed Through: Playdota.com, JoinDota.com, GosuGamers.net, TeamLiquid.com and the DotA 2 Reddit. 4 DotA Experiment Table of Contents Introduction ...Page 7 Section 1 Sample Analysis ...Page 9 Part 1A Demographics ...Page 11 ...Page 15 Part 1B Server Interaction Part 1C Sample Experience ...Page 17 ...Page 21 Part 1D Sample Win-Rate Section 2 Online Community Analysis ...Page 25 Part 2A Online Forums ...Page 27 Part 2B Forum Interaction ...Page 33 Part 2C Online Communication ...Page 43 Part 2D Hero Guides and Social Media ...Page 49 Section 3 In-Game Community Analysis ...Page 55 Part 3A Skill Ratings and Satisfaction ...Page 57 Part 3B Team Composition and Hero Roles ...Page 63 Part 3C Supportive Play ...Page 69 Part 3D Leadership ...Page 73 Section 4 Event-Specific Community Analysis ...Page 77 Part 4A Mood, Will-power, and Ego-Depletion ...Page 79 Part 4B In-Game Chat ...Page 83 Part 4C Allies and Teamwork ...Page 87 Part 4D Decision-Making, Collaboration and Sportsmanship ...Page 91 Section 5 Community Hero Ratings ...Page 97 Part 5A Favorite Heroes ...Page 99 Part 5B Least Favorite Heroes ...Page 105 Part 5C Imbalance Rating “Over-Powered” ...Page 111 Part 5D Imbalance Rating “Under-Powered” ...Page 117 Conclusion ...Page 123 Raw Data ...Page 125 Credits ...Page 129 5 “I used to be inclined to think ARTS games are boring before getting a key little over a year ago to Dota 2 and got instantly hooked to the game, mostly due to every game being unique and extremely competitive. Being an extremely competitive player myself and having played some other games the highest possible level I took improving myself as a challenge. From an absolute beginner I've managed to improve myself to be able to play on almost top level being matched against pro players in matchmaking.” -Anonymous 6 Introduction DotA Experiment The idea for The DotA Experiment is to bring the entire Welcome to the second edition of The DotA Experiment. This community together to understand the good, the bad, and the community-driven study began in the Summer of 2012 to ugly of community trends. It’s important to note that The analyze the behavior of the Dota 2 gaming community. The DotA Experiment Community Questionnaire was only DotA Experiment 1 was a 256-page prototype for this project distributed in English, so many of the findings may only hold and revealed numerous implications that we will revisit in true for the English speaking audience. In the future, we this edition. hope to be able to run the questionnaire in multiple languages. Let’s begin with a discussion on what The DotA Experiment is and the current state of Valve’s Dota 2. Since last year, Dota What makes Dota 2 so interesting, and worthy of academic 2 has grown from having consistent consecutive player scrutiny, are the situations that players are in during the numbers of almost 50,000 players to a whopping 150,000. game, and the audience that it attracts. We’re talking Consistent with that threefold increase in player numbers, international - players from all around the world competing when The DotA Experiment Community Questionnaire was in a 45-minute game that they love. There’s real passion in released this year we received almost three times the number Dota 2, emotional consequences for victory and defeat, and of responses as last year (1,200 vs 3,400). The total the chance for people of different cultures to communicate community is over 2,100,000 unique players. A special with one another and strive towards a common goal. Yes, thank-you goes out to everyone that took part. Dota 2 is a game, there’s no doubting that - but it’s also an e- sport that requires a high amount of investment from The DotA Experiment Community Questionnaire comprised players. Like last year, we are going to visit some common 88 questions this year that asked for a response to a number community concerns, asking questions like: of different scenarios. 1. “How does the community interact outside the game?” The DotA Experiment 1 captured a lot of data about the Dota 2. “How does the community interact inside the game?” 2 closed-beta community. The DotA Experiment 2 captures 3. “How might aggression be caused in-game?” data about the larger, open-beta community. Today, Dota 2 4. “How do teams work together despite communication is officially out of beta. barriers?” 5. “What sort of mechanics in the game would players like to It goes without saying that this book is a collaborative effort. see change?” Unlike last year, the book now has an editor and an artistic director who have both contributed a lot to its development. Those are just some of the questions we will try to answer. The author has used community feedback from last year to decide how exactly this book should be built. The community Whether you have taken part in the study and want to feedback emphasized simplicity, both in presentation and review the results, have an interest in statistics about online analysis. Following these suggestions, this edition of The gaming behavior, or are simply a casual reader wanting to DotA Experiment contains a more direct presentation of the learn more about the Dota 2 community, please enjoy this data and hopefully showcases some improvements in that second edition of The DotA Experiment. presentation. -LostENT Some information that cannot be found from the raw data alone is also included in this book. Cross-analysis allowed us to build sub-samples so we could study some of the various ways in which different subsets of the community answered particular questions. It should be stressed that The DotA Experiment 1 served as a prototype, and that this book is much shorter and concise than the last. 7 “I usually play on SEA and a lot of the time wish that my team would communicate more. When I encounter a stack of friends on my team, and one of them leads the team well, I enjoy the game a lot. Otherwise, when there is hardly any coordination, it feels like the game boils down kind of predictably.” -kreses 8 DotA Experiment Section 1 Sample Analysis Part 1A: Demographics Part 1B: Server Interaction Part 1C: Sample Experience Part 1D: Sample Win-Rate 9 “I really appreciate the work valve is doing with this title, they are making dota 2 the best gaming experience possible. I just love it.” - Sh1nigami 10 Part 1A Demographics This first chapter is simply going to be used to learn a little about with whom we are dealing. More specifically, we want to examine some statistics about the sample used throughout the rest of this journal. Just as we did last year, we are going to begin by studying the demographics. We will discuss the gender, location, and average age of our participants. One of the biggest factors that should be stressed earlier rather than later is that The DotA Experiment Community Questionnaire was only distributed in English. Dota 2 has a huge international audience, so a great deal of caution must be taken in generalizing our findings based on our English speaking sample to the wider international Dota 2 community. In this article, we found that 97% of our sample identifies as male, with a 1.6% increase from last year in the proportion of respondents who identified themselves as female. We will also find that 98 countries were covered when distributing the survey. That is a big increase from last year where only 76 countries were reached. All in all, we found that the average player within this sample is a 21 year-old male. Participants from five countries took up over 50% of the total data pool. 11 First we will look at how many returning participants we have from The DotA Experiment 1. WYK What are your thoughts on Dota 2 and its community exiting beta? The beta phase has been exceptionally productive and there is now enough content in the game for it to be presented to the masses. Dota will forever be growing in terms of quality and this might be the perfect time to allow newcomers and an open audience to try out the game and provide their crucial feedback. The International 2013 soon follows the release so it will act as a great platform to allow the new players to develop an Figure 1: Retained participants: 17% (yes) 83% (no) interest for the game and the spirit it revolves around. We will now look at the gender of our sample: I am particularly pleased on the community end to be honest.
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