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Blinded by science in the online dating game

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Our findings suggest that players' real-world characteristics influence behaviour and interpersonal interactions within online games.

Anonymized statistics derived from such games may therefore be a valuable tool for studying psychological traits across global populations.

It is, however, also remarkably methodical, with three stages developed by legendary biological anthropologist Helen Fisher of Rutgers University—lust, attraction and attachment—each with its own distinct neurochemistry.

Falling in love can be many things emotionally, ranging from the exhilarating to the truly frightening.

Specifically, we asked whether user names, which are chosen by players outside of the game itself, predicted in-game behaviour.

To examine this, we analysed a large anonymized dataset from a popular MOBA (‘League of Legends’) – by some measures the most popular game in the world.

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Both player age (estimated from numerical sequences within name) and the presence of highly anti-social words are correlated with the valences of player/player interactions within the game.The idea is to bring like-minded people together through their love of gaming."We're very excited to introduce a gamer twist to online dating," says Raymond Walintukan, CEO and co-founder of LFDate.Multi-player online battle arena games (MOBAs) are large virtual environments requiring complex problem-solving and social interaction.We asked whether these games generate psychologically interesting data about the players themselves.City desk reporter covering Hong Kong community news, particularly for City Weekend.