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Play Together, Stay Together? Community Cohesion and Stability in an MMO

机译:一起玩,呆在一起? 一个MMO的社区凝聚力和稳定性

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Small-scale qualitative studies have shown group cohesion in games can be strong enough to allow groups to transfer to new settings, but this phenomenon has not been studied with a large-scale dataset to see if it is widespread or rare. Using a three-year scrape of an MMO, World of Warcraft, the guild membership and playing time of over 90,000 characters was observed for patterns indicating group cohesion or character pairings. Groups of players who play together do stay together across time and guild changes, sometimes across multiple guild changes, indicating social ties. An average of 2/3 of the characters seen both week-to-week and across fourweek periods stay in the same guild, suggesting a baseline for social stability. Previously documented rupture events, although important to study, are actually rare and unrepresentative of the continual slow turnover found here.
机译:小规模的定性研究表明,游戏中的凝聚力可以足够强大,允许团体转移到新设置,但这种现象尚未用大规模的数据集进行研究,看看它是否普遍或罕见。 使用三年的MMO,魔兽世界,针对指示组凝聚体或字符配对的图案观察到超过90,000个字符的公会会员和播放时间。 一起玩的球员团体尽情伴随着时间和公会的变化,有时在多个公会变化,表明社交关系。 平均每周到周周和四周时期看到的特征的2/3,留在同一公会中,这表明社会稳定性的基线。 以前记录的破裂事件虽然重要的研究,但实际上是在这里发现的持续缓慢营业额的罕见和不足。

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