Q&A: Researchers talk game attitudes

Anderson Analytics explains the methodology and implications behind its recent study that branded viewers of the Xbox as distrusting, power motivated.

Ferocious debate over the perceived effects that video games have on players--from violence and sexual material to racial stereotypes--has waged for years. In the United States, the gory arcade classic Mortal Kombat brought the furor to the forefront in the 1990s, while the Grand Theft Auto series has relit the gleam in the eyes of aspiring politicians eager to regulate the game industry.

A Stamford, Connecticut-based group of researchers wanted to take a slightly different look at the media-effects phenomenon: how two major consolemakers' branding and marketing of their systems has influenced the opinions of everyday, college-age adults. When shown simple images of Microsoft's original Xbox and Sony's PlayStation 2 consoles, how would they react? Would there be a noticeable difference?

There are, Anderson Analytics announced last week, detectable differences between those who viewed the PlayStation and those who viewed the Xbox. Researchers used "text-mining software" to find the differences between the two brands--what the group said is an effective metric of the "subconscious effects of the brand logo or advertising." "Boys who saw Xbox pictures were higher on power motivation than boys who saw PlayStation images," said the group, adding that Xbox images also increased levels of distrust and self-confidence, which the PlayStation images didn't do.

Gaming was only half the picture. The study's 500 participants were divided into two groups: women looked at competing images of doll brands Barbie and Bratz, while "male-skewed" consoles were shown to men only.

GameSpot recently spoke with three researchers at Anderson Analytics who worked on the study--managing partner Tom Anderson, senior consultant and developer Jesse Chen, and consultant Anna Song--about how they conducted the survey, why people were distrustful of Microsoft's debut console, and why the group decided to leave Nintendo out of the equation altogether.

GameSpot: What can you tell me about the study's participants--how many were there, what were their ages, and how were they chosen?

Jesse Chen: This was an online survey. We had 500 completes in the survey. Respondents were US college students in our GenX2Z.com panel, ages 18 to 26, but the majority were age 18 to 21.

GS: How did you come to choose the two test products--dolls and game consoles? Is each seen as a predominantly gender-inclusive brand--dolls for girls, game systems for boys?

Tom Anderson: First, I need to preface this with that the intended audience of the white paper--which will be out soon--really isn't limited to game manufacturers. The implications go beyond gaming to brand management [and] advertising decisions for any brand or product that isn't a pure commodity. We were conducting research on research testing a new methodology, AA-Projective, among the college-age demographic, one area of expertise for us. Thus we needed products to test that had both wide awareness and appeal.

The specific brand and product choices were made because there has been much talk recently in the media about Barbie and Bratz and their popularity even among older women. Regardless of whether college women currently play with dolls or not, they have all been exposed to both brands and therefore have opinions about them both on the conscious and subconscious level.

We also needed a product to test that tends to be more male skewed and naturally thought of gaming consoles. That said, we are gamers ourselves and have worked on game-usability studies in the past, so we do enjoy working with this category.

GS: What exactly is a person's "baseline subconscious state"?

Anna Song: This is our read of a person's psychological state prior to introducing stimulus, in this case the different brands or products. This baseline is what the person is most normally like, had they not been stimulated by different brand ads. We understand that it's impossible for a person to be a blank slate; everyone comes in being stimulated by some thing. This is why we randomly assign people into different groups and focus on averages of the groups. Therefore, what we are really talking about here is the collective/aggregate baseline between the group that saw Xbox compared to the group who saw PlayStation, both before seeing it and after.

GS: What types of initial control images did you show beforehand, and why were they chosen?

AS: We used Anderson Analytics cartoon characters, because we have tested these several times with college students before and know what kind of responses they elicit. They are pretty neutral and ambiguous; people's responses are based on their natural interpretations of the image.

GS: Exactly what sorts of images did you show to the group of people who looked at the media of the Xbox and PlayStation?

JC: We showed half of the participants a simple Xbox image and the other a simple PS2 image. Just the consoles on white background. We asked them to rate the products. Then, we showed them a third image--a very vague, rough, ambiguous image of what looks like two people playing video games in front of a TV--and we asked them to tell us what they thought was going on in the picture. Their responses to the third image were then compared to the other group--Xbox or PS2--and also compared to their own written words before they were shown the gaming-console images. What we could detect was the choice of words difference and the tone of voice different between the groups and between themselves before and after brand exposure.

GS: Were any distinctions made between the different Xbox brands--that is, the original black Xbox and the newer, sleeker silver Xbox 360? What about the original gray PlayStation and the newer, black PlayStation 2?

JC: We tested the traditional black-and-green Xbox and black PS2. We wanted to make sure [the brands] had high awareness.

GS: How much does a person's previous perception of the Xbox or PlayStation brand play a part in the study? Does it influence it all?

TA: Definitely, this is exactly what we were testing. Both Microsoft and Sony have spent considerable time creating an image around their systems. Considerable thought has been given to everything from console design, packaging, logo, advertisements, et cetera. Some of this was influenced by marketing-research surveys or focus groups.

But in the final analysis, it is hard to position your brand emotionally. Most of us can't even express how we feel about our loved ones or our country, never mind the brands we buy. Yet do we really prefer Coke or Pepsi only because of the taste and/or price? Obviously there is more to it; this is why millions of dollars are spent on advertising trying to get us to connect with both of these brands on some other deeper emotional level.

GS: What sorts of questions are respondents asked to write about?

TA: Our methodology aims to measure some of these subconscious emotional perceptions we have around brands. We wanted to isolate, as much as possible, the effect brands have on individuals. Therefore, we tried to equalize the effect of previous exposure to Xbox and PlayStation by randomly assigning participants into the Xbox or PlayStation groups. The logic here is that the probability that all the PlayStation, or Xbox, aficionados would be randomly placed in the same group is incredibly small. Therefore, the two groups are approximately equal going into the study. The only difference between the two groups is that one group sees an Xbox image and the other views a PlayStation ad.

GS: How do you effectively judge a person's effectiveness through a written essay?

AS: We use tools like word stems, sentence completion, and, in this case, picture-story exercises, or PSEs. Respondents are asked to tell us what is going on in a picture--what have the characters just done, what are they doing now, what will they do next, what are they thinking or saying. Sometimes, such as in this case, we ask a PSE up front to get a baseline reading. Then we introduce stimulus later on, a logo or ad, and then conduct another PSE exercise. We can then compare PSE's prepost exposure as well as between various products.

Since we have separate random sample groups evaluating different brands and products, the differences between individual writing styles cancel each other out. We use software which incorporates proven linguistic and psychological analysis to get at the deeper meanings behind what people say. Basically, this allows us to put hundreds of people on a psychologist's couch at once.

GS: How does the text-mining software, mentioned in your report, analyze the essays?

JC: It looks at word choice, as well as symbolic meanings. This reveals a lot about a person--stress, insecurity, et cetera. The software we use is capable of extracting and understanding complex terms. It uses a well-researched semantic network to code open-ended responses. Of course, our software can do traditional linguistic and text analysis, as well. Software has come a long way since the days of basic word count. We now consider syntax and a host of other linguistic considerations, as well. But yes, the psychological component is most unique. While it has been used in psychology, and even for employment screening for sensitive positions in government, et cetera, I do not know of anyone else who is using such software for market-research purposes.

GS: Why do you think boys were more distrustful to images of the Xbox?

JC: Microsoft Xbox is the new player in this field. PlayStation has been around for a while and proven themselves. Obviously, there is also the large company image, which carries over from the parent company. So these two things obviously play a role. However, advertising, experience with the product, and everything else that helps us form an opinion about something also play a role.

GS: What does "distrust" mean with regard to your study? Does it translate into consumers--if they are distrustful--not buying future products under that brand?

TA: That may be part of it, but not necessarily the whole story. It's really distrust and cynicism. In the case of Bratz-Barbie, it is both negative and positive. While there is the trust in Mattel's Barbie brand, the more cynical Bratz doll may actually serve to attract some women and girls who identify more with this than the traditional Barbie roll of women.

AS: It's better to think about the psychological idea as a general misgiving about the world. People who score high on distrust question the motives of others and are very skeptical about information presented to them.

TA: Distrust is generally a bad thing, that a company would want to avoid. We do not buy something if we distrust the company.

JC: Part of the methodology is based on academic research that has been conducted on the psychological states of public figures--politicians, CEOs, et cetera. There are certain word combinations and speech patterns that have been classified as exhibiting a level of distrust toward the audience. For example, a politician's public speech that exhibit[s] a certain level of distrust means that he is not all that trusting of his audience or constituent[s] and is probably just pandering to them. In commercial-marketing research, distrust should be interpreted as cynicism toward the products offered.

GS: In your report, you suggest that marketers need to pay attention to these results. Is it effective for companies to market to these age groups, even though they don't earn a significant amount of disposable income themselves?

JC: Yes, they might not earn a significant level of income themselves. But most of their income is disposable. People who earn more and are in a different life stage might have even less disposable income--that is, newly weds or people who just have their first kid.

TA: Oh yes, they do command a significant amount of disposable income. And also have considerable influence on how their parents spend money, so they have influence on all sorts of product purchases, even groceries, electronics, and cars.

GS: Did you consider testing people's responses to Nintendo consoles, or to handheld devices such as the Game Boy, Nintendo DS, or PlayStation Portable?

JC: Since we are using a fairly new technique to perform the study, and in order to get a more effective and direct analysis, we've decided to pick two directly competing products. We think that with the current market share of Nintendo, we had to go with an Xbox-PS2 heads-up. Of course, I personally hope that Nintendo Wii would do well in the future and would offer us more interesting scenarios.

TA: We could do this in a more focused follow-up among gamers. But at this time, we wanted to keep it simple and only measure what we were most interested in.

GS: What were the reasons for ultimately leaving them out?

TA: As I mentioned, simply general awareness and market share, and study costs.

GS: Have you speculated as to why people see differences in the PlayStation versus the Xbox?

JC: Many people have speculated how people perceived Xbox and PS2 in the past. In our study, we solely dealt with the branding issue. And so our findings suggest that consumers' psychological responses to these two products have a lot to do with the product design and the associated companies behind the product. That is, how they perceive Microsoft and Sony carr[ies] over to how they perceive the gaming consoles.

GS: Based on your conclusions in this study, are there any follow-up leads for new studies?

JC: This study was about branding rather than about the gaming industry specifically. We'd like to do a follow-up study just about the gaming industry specifically sometime in the future.

TA: [We] would love to delve deeper into the differences we saw and try to get at the root causes and how they can be changed, et cetera. That is, what is driving the distrust, how does it effect purchasing, and what can companies do to change how they are perceived.

49 Comments

  • Riverwolf007

    Posted Aug 22, 2006 4:22 am PT

    I think that barbie is way cooler than bratz, i mean yea sure they changed barbies measurements and all that so women wouldent feel quite so inferior but that still dosent change the fact that barbie has all these great jobs, i mean come on shes a business woman,nurse, fashion model, astronaut that owns a corvette and a dream home in malibu where she hangs out with all her hot friends, plus everyone knows shes got kens balls in her purse, kens totally depressed and looks like he had his mid-life crisis, you seen him latley? He got an earing and dosen't even shave anymore. And those bratz? well they are just dirty girls, dirty dirty dirty, running around acting like paris hilton, dropping E and dancing all night long, not a care in the world about the geo-global positioning of the american market place. Also that guys totally right about not trusting my xbox, I think its plotting with the rest of the new fangled smart appliances in the house to get rid of me. My only ally is the toaster.

  • asterisky

    Posted Aug 16, 2006 4:40 pm PT

    All of you who are bashing this whole thing might do well to try actually thinking about what they're saying before they dismiss analysts findings as bogus. companies like Sony and Microsoft should listen to these college weirdos and the weirdos that found this stuff out. college students have nothing to spend money on other than gas and school supplies, so if they have a job, they get to spend like crazy without too many repercussions. they are the biggest spenders besides, like, Bill Gates or something. The Xbox didn't go down well in Japan not only because of the games, but because of the marketing ideas Microsoft had, or rather, didn't have. The Japanese didn't like the idea of spending 300 dollars for a big, black doorstop. Sony does well because of their great games, the familiarity of the Sony name, appealing shape of their consoles to Japanese and American gamers, and lastly their -smart- marketing moves. One such move is having a blue PS2 logo. Blue is America's favorite color on average. maybe Microsoft should make some more really simple moves like that. It might do them well to think just a little more, too.

  • lvlUNE3B

    Posted Aug 15, 2006 5:24 pm PT

    I like the idea but it's wastage of time until it is enforced.

  • jaredgood1

    Posted Aug 15, 2006 7:41 am PT

    People (not explicitly gamers) are distrustful of the Xbox because it's a Microsoft product? Constipated Mr. Holmes?

  • MasterManiac772

    Posted Aug 14, 2006 4:44 pm PT

    Wow. Analysts. Is it possible their line of "work" could be of any less value to society?

  • nev70

    Posted Aug 14, 2006 2:04 pm PT

    WTF i dont know about you guys i look at the screen when i playing my consoles !!!!!!!!!!!!! NOT the console , i bought an xbox the day they came out to play HALO , i could not give a monkeys what they looked like i just want good games (the xbox looked terrible) if theres a killer game on a console it sells .

  • keinuveye

    Posted Aug 14, 2006 11:11 am PT

    makes me think about fanboyism and how it hurts the market. Give everything a chance, i say. at least once. then you can poo on it all you want.

  • DJ_Lae

    Posted Aug 14, 2006 10:26 am PT

    Interesting. Two things I notice - one, people really need to take a statistics class or two and understand the concept of random sampling. 500 people is enough to give a rough idea of gamers as a whole. Two, the study is not particularly surprising. I hear people going on and on about Sony all the time in stores - average people who could care less about half the things all of us argue about. I've heard comments like "The PS3 will make loading times a thing of the past!" Seriously, what the hell? Somehow Sony's still got a lot of clout in terms of brand recognition, even at such a high price point. It'll be interesting to see how things pan out. Maybe even depressing.

  • ffgothic

    Posted Aug 14, 2006 5:46 am PT

    aww shut the f*** up researchers and analysts!!!

  • IrenicApollyon

    Posted Aug 14, 2006 4:12 am PT

    this is directly relevant to the console wars that will take place this holiday season and it has the potential to change the way EVERY COMPANY IN THE WORLD markets their products. This could be have a major impact on all of us.

  • GeeverTidus

    Posted Aug 14, 2006 12:40 am PT

    Ths study is very relevant in the upcoming result of the next gen console war... It does reflect that more gamers will buy PS3 than xbox360 coz of the distrust of the company brand like it did w/ PS2 vs. xbox.... BRAND RECOGNITION matters lol!!! and this time PS3 will still win...perhaps wii will be the 2nd placer.

  • ExcAREentric

    Posted Aug 13, 2006 6:51 pm PT

    Who wouldn't want to be a power hungry person? My question is though, what is Sony fans out look on other consoles?

  • AbstractTerror

    Posted Aug 13, 2006 5:45 pm PT

    I feel powerful and distrustful.

    Btw.... thats the dumbest study I've ever seen. Don't they have to do real work or something?

  • DaMiGi22863

    Posted Aug 13, 2006 1:51 pm PT

    lol taboo, so true.

  • taboo

    Posted Aug 13, 2006 1:37 pm PT

    Ah, more information on that curious study, good. Lengthy, but good. I'll finish it up later. I also see the comment goers are all up in arms again, bah, I grow tired of it so.

  • DaMiGi22863

    Posted Aug 13, 2006 9:26 am PT

    I agree with dn3datomiced, what he said is very true, this was a small study designed to see how people in general reacted to certain images, and the researchers chose two different things to find common ground on, that being "dolls for girls" and "gaming consoles for guys"if the research was broader based, you might find the same results, I know that I personally don't have an "overachiever complex" I.E., large ego/power hungry and I personally don't like the X-Box, nuff said.The study is somewhat important and needs to be read, for those that do read it, they might find some interesting things about themselves..

  • cayne_phoenix

    Posted Aug 13, 2006 2:10 am PT

    *yawn*
    topics like these have become nothing but white noise for me...

  • makemeweak

    Posted Aug 12, 2006 9:46 pm PT

    Maybe the distrust and power emotions are brought up because the xbox gaming experience is very competitive in general (think xbox live).

  • Makaveli2A

    Posted Aug 12, 2006 7:54 pm PT

    MY XBOX cant be trusted now !?

  • Maxer9

    Posted Aug 12, 2006 4:52 pm PT

    500 people is not nearly enough to determine the reactions of millions of gamers.

  • Ices100

    Posted Aug 12, 2006 3:03 pm PT

    This is pointless it's just trying to make sony look good, and everyone else look bad.

  • Talgrath

    Posted Aug 12, 2006 1:06 pm PT

    Yeah...this really doesn't prove anything. Software and techniques like this often times produce inaccurate results; trying to delve into the subconscious rarely produces any definate results.

  • hladyb4

    Posted Aug 12, 2006 9:56 am PT

    When you take into consideration the focus group was only college/ages 18 to 26/ male, the study, while not without some value, is still pretty limited. It only addressed the marketing aspect of consoles, not their playablity or availability of good games. I don't know how or if this study will have any future impact on the way companies present their product. My guess it will have very little.

  • comthitnuong

    Posted Aug 12, 2006 9:34 am PT

    according to this i am very distrustful...

  • Alexandre_Palma

    Posted Aug 12, 2006 8:18 am PT

    Brand Marketing is something that really helps when you're building a brand image, brand equity and all sorts of characteristics you want to embed on your brand, but in that case is clear that the names behind the XBOX and PS2 really influence the consumer perception. One of them made us get used to blue screens on our PC and the other is related to good experiences on technology such as big screen TV, cool portable gadgets etc. All that really matters in the end are the games you will be playing on those consoles.

  • Poltergeist13

    Posted Aug 12, 2006 7:42 am PT

    I don't trust my Xbox.....

  • ff7cloudking

    Posted Aug 12, 2006 6:43 am PT


    guardianlegend7
    Gamer10001,

    I think the article is saying that people distrust the Xbox. "Xbox image viewers" means, literally, people looking at images of the Xbox. Not actually playing one. People distrust the Xbox because of its poor track record. Basically the article is just saying that there's prejudice in people's purchasing choices. People have a good feeling towards Sony's stuff, so few distrust the PS2's image.

    The whole "power motivation" thing still confuses me though, and i didn't really see an explanation of it...

    ____
    I never thought of the distrust that way, but it does make sense.

  • Angel_Belial

    Posted Aug 12, 2006 5:11 am PT

    I understand where this research is coming from now - this was a much needed interview, after all the scandal the news about this first started. The results make sense, and I hope we can see these researchers do more gaming brand-related studies.

  • guardianlegend7

    Posted Aug 12, 2006 1:07 am PT

    Gamer10001,

    I think the article is saying that people distrust the Xbox. "Xbox image viewers" means, literally, people looking at images of the Xbox. Not actually playing one. People distrust the Xbox because of its poor track record. Basically the article is just saying that there's prejudice in people's purchasing choices. People have a good feeling towards Sony's stuff, so few distrust the PS2's image.

    The whole "power motivation" thing still confuses me though, and i didn't really see an explanation of it...

  • decebal

    Posted Aug 12, 2006 12:52 am PT

    Very interesting. I took enough cognitive science to get convinced that these studies are acctually real. But I think this kind of post is too mature for this board.

  • dn3datomiced

    Posted Aug 12, 2006 12:26 am PT

    Remember: There are people out there who view our hobby as nonsense. Do YOU really believe that? You know better. This kind of research isn't nonsense, simply because you don't think it's important. You don't have to, but it isn't nonsense.

  • gamer_10001

    Posted Aug 11, 2006 11:23 pm PT

    I own an Xbox and don't see myself as distrusting in any manner. However, if this is actually 100% fact then eventually they will do a study and find that lawyers cause mass distrust and acts of violence, thus sticking it to Jack Thompson.

  • ketsuatama

    Posted Aug 11, 2006 10:52 pm PT

    What a load of excrement! Go and get real jobs, "researchers" or you'll go blind continuing this activity! On the other hand, if you get paid for this twaddle, good luck to you!

  • dragon_king64

    Posted Aug 11, 2006 9:46 pm PT

    *yawns* Wake me when this is over.

  • japam

    Posted Aug 11, 2006 8:27 pm PT

    Apparently twelve-year olds don't appreciate long, in-depth interviews.

  • NFunspoiler

    Posted Aug 11, 2006 8:13 pm PT

    Damnit i was hoping that they would give an example of this 'distrust' that they keep on talking about!

    One reason i could think that there would be distrust is becaus A LOT MORE PEOPLE HAVE A PLAYSTATION 2 THAN XBOX! If you own something you aren't going to have any distrust toward it.

  • einexile

    Posted Aug 11, 2006 7:47 pm PT

    Words words words...

    "Ferocious debate" tends to mean a few thousand academics, talking heads, and other loudmouths sounding off about the years-old issue of the week; while the rest of the country rolls its eyes and ignores them.

    We need to keep this in perspective. Most of us grew up with a gaming industry that was relatively small. Today video games are probably the most popular form of entertainment in the world. Naturally there is controversy and naturally there are ambulance chasers and other vultures to deal with.

    But consider that you still see a great deal more mudslinging, paranoia, censorship (and attempts at censorship), angry leftist critiques, etc. about movies and music, and even the publishing industry is far more mired in uglness.

    Just keep those eyes rolling!

  • Destroyeron13

    Posted Aug 11, 2006 7:43 pm PT

    blah blah blah who gives a damn

  • rawpower

    Posted Aug 11, 2006 7:05 pm PT

    Um....so college aged girls supposedly play barbie dolls? What a load of **** Maybe these college proffessors need to go out and get laid? Lol.

  • solidte

    Posted Aug 11, 2006 6:25 pm PT

    Boring.

  • hemakm3

    Posted Aug 11, 2006 6:11 pm PT

    That was so long, I got a headache.

  • mat2g

    Posted Aug 11, 2006 5:31 pm PT

    Riiiiiiiiighttttt??

  • TryMe01

    Posted Aug 11, 2006 5:04 pm PT

    man, podcast this stuff, its TOO long to read! now my eyes hurt,,;,

  • Distortion0

    Posted Aug 11, 2006 5:03 pm PT

    While the result sound slightly plausable(note how they have no messurements of how much 'distrust' or how much 'powere motivation') this most sounds like a punch of bulls*** to me. Their e-mail survies don't seem too trustable, if they wanted to do it right they'de study the subjects in person.

  • KorJax

    Posted Aug 11, 2006 4:50 pm PT

    Nah, they are just bored with thier profession so they study random stuff

  • DontEatCream

    Posted Aug 11, 2006 4:49 pm PT

    So, these guys are saying that unconsciously, we view the PS2 and Xbox to have different "personalities" or something? The more I read this, the more confused I get. Jesus, they're just game consoles, man! Who cares about how I perceive them subconsciously? I just wanna play some Halo 2 or MGS:3, dammit!

  • ConManWithGun

    Posted Aug 11, 2006 4:47 pm PT

    ELJUDEZ is right

  • VGobbsesser

    Posted Aug 11, 2006 4:43 pm PT

    Agreed

  • ELJUDEZ

    Posted Aug 11, 2006 4:41 pm PT

    People get paid to study nonsense.

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