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Social Network Dynamics in a Massive Online Game: Network Turnover, Non-densification, and Team Engagement in Halo Reach

机译:大规模在线游戏中的社交网络动态:Halo Reach中的网络周转率,非密集化和团队参与度

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Online multiplayer games are a popular form of social interaction, used by hundreds of millions of individuals. However, little is known about the social networks within these online games, or how they evolve over time. Understanding human social dynamics within massive online games can shed new light on social interactions in general and inform the development of more engaging systems. Here, we study a novel, large friendship network, inferred from nearly 18 billion social interactions over 44 weeks between 17 million individuals in the popular online game Halo: Reach. This network is one of the largest, most detailed temporal interaction networks studied to date, and provides a novel perspective on the dynamics of online friendship networks, as opposed to mere interaction graphs. Initially, this network exhibits strong structural turnover and decays rapidly from a peak size. In the following period, however, both network size and turnover stabilize, producing a dynamic structural equilibrium. In contrast to other studies, we find that the Halo friendship network is non-densifying: both the mean degree and the average pairwise distance are stable, suggesting that densification cannot occur when maintaining friendships is costly. Finally, players with greater long-term engagement exhibit stronger local clustering, suggesting a group-level social engagement process. These results demonstrate the utility of online games for studying social networks, shed new light on empirical temporal graph patterns, and clarify the claims of universality of network densification.
机译:在线多人游戏是一种流行的社交互动形式,有数亿个人使用。但是,对于这些在线游戏中的社交网络以及它们随着时间的演变如何,鲜为人知。了解大型在线游戏中的人类社交动态可以为一般的社交互动提供新的思路,并为开发更具吸引力的系统提供信息。在这里,我们研究了一个新颖的大型友谊网络,该网络是根据流行的在线游戏Halo:Reach中的1700万个人在44周内进行的近180亿次社交互动所得出的。该网络是迄今为止研究的最大,最详细的时间交互网络之一,与在线交互图相比,它为在线友谊网络的动力学提供了新颖的视角。最初,该网络显示出强大的结构周转性,并从峰大小快速衰减。然而,在接下来的时期中,网络规模和营业额均趋于稳定,从而产生了动态的结构平衡。与其他研究相比,我们发现Halo友谊网络是非密集的:平均程度和平均两两之间的距离都稳定,这表明在维持友谊的代价高昂时不会发生密集化。最后,长期参与度更高的玩家表现出更强的本地聚类能力,这表明了团体层面的社会参与过程。这些结果证明了在线游戏在研究社交网络中的实用性,为经验时间图模式提供了新的思路,并阐明了网络致密化的普遍性。

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