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Communication Opponents and Clan Performance in Online Games: A Social Network Approach

机译:网络游戏中的交流对手和战队表现:一种社交网络方法

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摘要

Online gamers form clans voluntarily to play together and to discuss their real and virtual lives. Although these clans have diverse goals, they seek to increase their rank in the game community by winning more battles. Communications among clan members and battles with other clans may influence the performance of a clan. In this study, we compared the effects of communication structure inside a clan, and battle networks among clans, with the performance of the clans. We collected battle histories, posts, and comments on clan pages from a Korean online game, and measured social network indices for communication and battle networks. Communication structures in terms of density and group degree centralization index had no significant association with clan performance. However, the centrality of clans in the battle network was positively related to the performance of the clan. If a clan had many battle opponents, the performance of the clan improved.
机译:在线游戏玩家自愿结成部落,一起玩耍并讨论他们的真实和虚拟生活。尽管这些氏族有不同的目标,但他们试图通过赢得更多战斗来提高他们在游戏界的地位。氏族成员之间的交流以及与其他氏族的战斗可能会影响氏族的表现。在这项研究中,我们将氏族内部的通讯结构以及氏族之间的战斗网络的影响与氏族的表现进行了比较。我们从韩国在线游戏中收集了战役的历史,帖子和战队页面上的评论,并测量了社交网络索引以进行交流和战役。交流结构的密度和群体集中度指数与家族业绩没有显着关联。但是,氏族在战斗网络中的中心地位与氏族的表现正相关。如果一个氏族有许多战斗对手,那么氏族的表现就会提高。

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