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Re: [CQ-Contest] Evolving scoring systems

To: cq-contest@contesting.com
Subject: Re: [CQ-Contest] Evolving scoring systems
From: W0MU Mike Fatchett <w0mu@w0mu.com>
Date: Mon, 02 Dec 2013 08:59:17 -0700
List-post: <cq-contest@contesting.com">mailto:cq-contest@contesting.com>
Ken,

I agree with most of your statements. Guild Wars 2 is only one game of many that available. The players can change games when they want. You can kill mystical monsters and complete on a modern day battlefield.

My son who will be turning 19, got his license at 13 and tried a few contests with me. He is going to school at Colorado Mesa University. He wants to a degree in Mass Communications. He is currently playing Battlefield 4 and is not as entrenched with gaming as your son.

Very soon I think you will see professional gamers making some pretty good money by competing online, if it is not already happening.

"Doctor DX" back in the day was probably way ahead of its time. Would people play a Massive multi player game of Doctor DX today? This would provide the 24/7 opportunity to play.

With the increases in covenants and the strong push against remote operation and aged population are we at the peak of contesting?

Mike W0MU

On 12/2/2013 5:36 AM, Ken Low wrote:
"I am not attempting to solve any issues with a particular contest.  My scoring 
comments then emphasized by Mark, are being suggested as a means to sell radio 
contesting to a huge group of younger people who
love to compete using computers playing online games.

Aren't the amount of logs being sent in a function of the internet reaching 
almost every location on the planet?  Participation should be up too as I think 
we have more amateurs in the world than we ever had.

Making scoring more interesting or dangling carrots in front of participants 
has been a proven method in online gaming.  See the series of articles recently 
published in NCJ.  We can't fix the age problem unless we can interest younger 
people.

Mike W0MU"


If the goal is to attract new, younger, 'Millennial-type' participants to 
Radiosport, minor changes like distance-based scoring won't move the needle.   
Here's why:

My son Patrick, K3PAL got his General class license when he was 13, with lots of 
help from me.   He tried a few contests on Phone and RTTY but it did not stick - 
not complex enough to hold his interest.   Many real challenges of contesting come 
at the advanced levels (band selection, propagation, Run vs. S&P, off times, 
etc.) which for beginners don't matter.

Now he's 19 and a Freshman at UVM Honors College.  Don't ask me how he does it, 
but he's getting A's and B's while spending 2-3 hours a day playing Guild Wars 
2.   Out of 2 million players worldwide, he is ranked in the top 150.   What's 
the attraction?   It's complex, social and accessible:

1.   SOCIAL FRATERNITY:  He is on a team ('guild') where he was interviewed for 
two weeks to verify his skill level.   This involved streaming his game play 
for observation and review by the team officers before he was admitted.   Now 
he's been admitted it's clear it serves a social purpose an an 'elite online 
fraternity'.   They use 'voice chat' to coordinate their attacks online.

2.   ACCESSIBILITY:  It's available 24/7.   Patrick arranges his competition 
schedule around his classes.   Millennials like Patrick do not operate on a 9-5 
schedule ... They operate in a 24/7 mode.  His guild teammates live in Europe, 
Silicon Valley, etc.  They form teams for 'raids' based on day-to-day 
accessibility.

3.   MATHEMATICAL CHALLENGE:  He has completely deconstructed the gaming 
algorithms to increase his scores and attain his current rating, and writes 
User Guides to help other players. It is obvious the mathematical complexity 
aspect is a major attraction.

4.   CONSTANT IN-GAME FEEDBACK:   No 'slow rate hours' in his game.   There is 
constant action and obstacles to overcome.

5.   LOW BARRIERS TO ENTRY:   Patrick builds his own computers from scratch since 
stock models don't have the graphics capabilities he looks for.   He has dual 
24" monitors, 7 fans for cooling, noise-canceling headset and a memory keyboard 
that records his keystrokes for playback which helps him kill certain monsters.  
Total investment was about $1,700 but the ongoing costs are  FIOS Internet fees 
only.  Total cost = a big tribander.

You can see the parallels to Radiosport in all 5 aspects I described above.   
But you can also see how hard it is for Amateur Radio to compete for 
Millennials' attention.

A small Postscript:   As you can imagine, our dinner table conversation frequently goes 
like this:  "Hey Pal, how about a little less gaming and turning those few 'B's into 
all A's"?   To which I get the infamous 'teenager blank stare' back.

But as he's majoring in Business and Economics and will probably start his own 
company one day, I don't push too hard.   It's clear he knows 'the Millennial 
marketplace' better than I do.  Most importantly, when his company goes public, 
he'll be a prospective client for me at UBS Private Wealth Management :-)

73,

Ken KE3X


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