Research conducted by an EssayLab service suggests that online game players might be more alert than their console counterparts. The study was conducted to weigh the impact of non-commercial factors on buyer purchase behavior.
The experiment was designed into two age cohorts of game players against which surveys were prescribed these were further subdivided into two categories flash games players and console players. Both cohorts consisted of two focused groups, one relating to players of online game communities and the other to those who identified as being console players.
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A causal experiment was then designed to check the responsiveness of the gaming groups in terms of ‘time to response’.Experimental observations were deliberated for the two cohorts alongside extensive metrics between players of the two groups.
Experiments to gauge ‘time to response’ ranged from the simple pre-exposed quiz, wherein the candidates were urged to run through question banks prior to testing, to logical analysis and reasoning. The accuracies of the answers took a back seat as ‘time to response’ was more relevant
Interestingly both groups of the respective cohorts patterned different distributions for parametric testing.’Time on Game’ seemed to fit into a statistical lognormal curve for flash games whereas a gamma curve for console games, this startling fact seems to suggest that online game games players gain more exposure to variety, whereas their console game counterparts are likely to get thematically stuck.
Logical reasoning and analysis, and math games were also structured and administered into the causal study to confirm the results.Extraneous factors were annulled through standardization.
The implications of this are significant effecting both developer and player. Although the online games player spends the same amount of time playing, as a console player, the very fact that an online game is structured to be a mini-game and freely available, motivates the player to attempt different games thereby shortening the time spent on a single game perse. The flip side is that the player is exposed to games that are created by a larger absolute number of game developers. This is in stark contrast to the console player whose brand and thematic loyalty keep him glued to a particular author. loyal
The effect is so heavy that rarely does a console player shift brand loyalties.
Secondly, a lognormal probability distribution characterizes a thinning long tail, if this is indicative of gaming addiction, then we may surmise that online game games are less addictive compared to their console counterparts.
In a nutshell, it appears fair to conclude that flash games players just might be more attentive and this may be attributed to the conditioning of ‘time to response’ in an environment which is not thematically stuck nor addictive.