Shaun Lawson &
Thomas Chesney
Virtual pets: great for the games industry
but what’s really in it for the owners?
University of Lincoln & Nottingham University Business School
Insurers' journeys to build a mastery in the IoT usage
WiG 2007 The Big Game - Shaun Lawson & Thomas Chesney
1. Shaun Lawson Lincoln Social Computing Research Centre, Dept of Computing and Informatics, University of Lincoln, Brayford Pool, Lincoln, UK. LN6 7TS. [email_address] Thomas Chesney Nottingham University Business School Jubilee Campus, Nottingham, NG8 1BB. [email_address] Virtual pets: great for the games industry but what’s really in it for the owners? Newport, Wales, April 2007
16. Gender Response rates and descriptive statistics 13 16 15 Mean female age 14 16 18 Mean male age 37 34 67 Number of females 27 16 38 Number of males 64 50 105 Response Dogs Cats Nintendogs
17. Gender *p<0.05 Five F tests for differences in variances of the Comfort from Companion Animals Scale scores 2.312* 5.22 37.74 27 Male Dog Owners 7.94 39.26 37 Female Dog Owners 2.949* 5.22 37.74 27 Male Dog Owners 8.97 33.73 38 Male Nintendog Owners 0.990* 7.94 39.26 37 Female Dog Owners 7.90 34.16 67 Female Nintendog Owners 2.657* 4.85 37.12 34 Female Cat Owners 7.90 34.16 67 Female Nintendog Owners 0.776 8.97 33.73 38 Male Nintendog Owners 7.90 34.16 67 Female Nintendog Owners F SD Mean N Name SD Mean N Name Compared With Group of Owners
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19. Unanswered questions What health and ethical issues arise from virtual pet use – particularly when considering young and much older people? 7 What educational benefits, if any, are there from interacting with virtual pets? 6 What attributes of virtual pets are key to their commercial success? Is there an ultimate virtual pet requirements specification? 5 Are virtual pets merely social lubricants and used to facilitate new interactions with other people and/or strengthen bonds between existing friends and peers? 4 Are virtual pets merely casual games that we treat in the same way as Tetris and Mario Kart? 3 Do people of differing age groups, backgrounds and gender view virtual pets in different ways and get different benefits (if any) from them? 2 Why, fundamentally, do people buy and interact with different types of virtual pet – is it to get the same, some of same, or completely different benefits as they get from real pets? 1 Research question Q