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Social Systems in Virtual Worlds: Building a better looking raid loot system in World of Warcraft using the IAD framework.

机译:虚拟世界中的社交系统:使用IAD框架在《魔兽世界》中构建外观更好的突袭战利品系统。

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摘要

Online multiplayer games and virtual worlds are difficult to design; they contain economies and other complex systems where the decisions of one player can have far-reaching implications for other players. When considering the welfare of players, game designers have a difficult job; they must create systems, which optimize outcomes for a body of players who often have different motivations for playing the game (Bartle, 1996; Cummings & Ross, 2011; Yee, 2006). In addition, knowledge of how to create and tune game systems - when it does exist - is often institutionalized. There is no shared theory of how to build and maintain a virtual society. The recent development of telemetry systems has helped to mitigate this issue by providing developers with real-time feedback regarding the state of a population, but telemetry systems are not theoretical. Machine learning does not provide developers with insights into why outcomes occur, or how to develop social systems that are optimal for engagement, enjoyment, or the formation of meaningful relationships. This paper proposes a tool that can provide game developers and researchers with such insights. The Institutional Analysis and Design (IAD) Framework was developed specifically for identifying the universal elements of institutions and draws from decades of research regarding human behavior in various institutional settings (Ostrom, 2005). The IAD framework is not a prescriptive solution detailing how to solve all institutional problems; rather, it is a tool for evaluating the arrangement of different institutional elements. Coupled with various theories of human behavior (game theory, economic theory, social psychological theory) the IAD can provide predictions about player behavior and macro-social outcomes. When used correctly, it can provide developers with theory, which explains why social systems can equilibrate into undesirable outcomes - anti-social behavior or a suboptimal distribution of resources - and identifies institutional designs that can solve social problems. In this paper we examine how the IAD framework can be applied to an existing arrangement, specifically targeting the Looking-for-Raid (LFR) loot system of World of Warcraft. The LFR system, released in November 2011, is a game mechanic that matches players into 25-person groups and delivers them into a raid. Once there, the group navigates through a dungeon filled with enemies, occasionally encountering a powerful enemy that requires coordinated teamwork to defeat. Along the way the group finds a few valuable items, which are distributed by allowing eligible players to enter a lottery. In most cases, the 25 players in the group are strangers. They generally have no knowledge of their fellow group members' playing abilities, and no knowledge about their needs or strategies when it comes to obtaining loot. All of the loot items are tagged for specific classes and roles, allowing only players who fit the prerequisites to enter the lottery; however, players who fit the prerequisites can enter the lottery whether they actually need the item or not. This system relies on a player to honestly report their need of an item; in practice, most players report rampant greed (e.g. players "needing" items that they already possess) and dissatisfaction with the system. Interestingly, most players report honest intentions and a desire for honest behavior. Unfortunately, most players also have expectations that others will be greedy, and most players report changing their own behavior - acting in a more greedy ways - because of expectations of greed. One example of this change in behavior can be seen in loot sharing: players bring friends along on the raid, collaborate to "need" on items, and share them with each other to improve the odds of winning a piece of loot. Even though these players are working within the rules of the system to increase their odds of winning, they are also contributing to the very practice that they find undesirable. In this paper, we use two interviews with focus groups and surveys distributed to 317 active World of Warcraft players to analyze players' expectations regarding loot in the LFR system as well as their reported behavior in loot situations. We demonstrate that the reported behavior and expectations follow the predictions of the IAD model (with game theory) under the assumptions of players as boundedly rational agents playing an N-player mixed-motive game. We explore the theoretical potential of the IAD for game developers who are attempting to predict the outcomes of social systems within games, and we also propose a few potential solutions involving information/communication channels, social norms with sanctions, and auctions that could shift the equilibrium of the current system to a more optimal outcome.
机译:在线多人游戏和虚拟世界很难设计;它们包含经济体和其他复杂的系统,在这些系统中,一个参与者的决策可能会对其他参与者产生深远的影响。在考虑玩家的福利时,游戏设计师的工作很艰辛。他们必须创建系统,以优化经常有不同动机玩游戏的玩家群体的结果(Bartle,1996; Cummings&Ross,2011; Yee,2006)。另外,关于如何创建和调整游戏系统的知识(如果存在的话)通常是制度化的。没有关于如何建立和维护虚拟社会的共享理论。遥测系统的最新发展通过为开发人员提供有关人口状况的实时反馈来帮助缓解了这一问题,但是遥测系统并不是理论上的。机器学习无法为开发人员提供有关为何会出现结果或如何开发最适合参与,享受或形成有意义的关系的社交系统的见解。本文提出了一种可以为游戏开发人员和研究人员提供此类见解的工具。机构分析和设计(IAD)框架是专门为确定机构的普遍要素而开发的,它借鉴了数十年来有关各种机构环境中人类行为的研究(Ostrom,2005)。 IAD框架不是规定解决所有机构问题的规范性解决方案。相反,它是评估不同制度要素安排的工具。结合各种人类行为理论(博弈论,经济理论,社会心理学理论),IAD可以提供有关玩家行为和宏观社会成果的预测。如果使用得当,它可以为开发人员提供理论,这可以解释为什么社会系统可以平衡为不良的结果-反社会行为或资源的次优分配-并确定可以解决社会问题的机构设计。在本文中,我们研究了如何将IAD框架应用于现有的安排,特别是针对《魔兽世界》的“突袭搜查”(LFR)战利品系统。 LFR系统于2011年11月发布,是一种游戏机制,可将玩家分成25人的小组,并将他们送入团队。到达那里后,该团队将在充满敌人的地牢中导航,偶尔会遇到需要协调配合才能击败的强大敌人。在此过程中,小组会找到一些有价值的物品,这些物品通过允许符合条件的玩家进入彩票进行分配。在大多数情况下,组中的25名玩家是陌生人。他们通常不了解同伴的游戏能力,也不了解获得战利品时的需求或策略。所有战利品都有特定类别和角色的标签,只有符合先决条件的玩家才能进入彩票;但是,符合先决条件的玩家可以进入彩票,无论他们是否确实需要该物品。该系统依赖于玩家诚实地报告他们对物品的需求。在实践中,大多数玩家表示贪婪猖((例如玩家“需要”他们已经拥有的物品)和对系统的不满。有趣的是,大多数玩家报告诚实的意图和对诚实行为的渴望。不幸的是,大多数玩家也期望其他人会变得贪婪,并且大多数玩家出于贪婪的期望而改变自己的行为-以更贪婪的方式行事。这种行为改变的一个例子可以从战利品共享中看出:玩家将朋友带到团队中,合作以“需要”物品,并彼此共享以提高赢得一件战利品的几率。即使这些玩家在系统规则内努力提高获胜的机率,但他们也为他们发现自己不希望的实践做出了贡献。在本文中,我们使用了两次焦点小组访谈,并向317名活跃的《魔兽世界》玩家进行了调查,以分析玩家对LFR系统中战利品的期望以及他们在战利品情况下的举报行为。我们证明,报告的行为和期望遵循IAD模型(带有博弈论)的预测,假设玩家是玩N玩家混合动机游戏的有限理性主体。我们为尝试预测游戏内社交系统结果的游戏开发者探索了IAD的理论潜力,并且还提出了一些潜在的解决方案,涉及信息/交流渠道,带有制裁的社会规范以及可能改变均衡的拍卖当前系统的最佳结果。

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