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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:网络营业额,   Halo Reach中的非致密化和团队参与

摘要

Online multiplayer games are a popular form of social interaction, used byhundreds of millions of individuals. However, little is known about the socialnetworks within these online games, or how they evolve over time. Understandinghuman social dynamics within massive online games can shed new light on socialinteractions in general and inform the development of more engaging systems.Here, we study a novel, large friendship network, inferred from nearly 18billion social interactions over 44 weeks between 17 million individuals in thepopular online game Halo: Reach. This network is one of the largest, mostdetailed temporal interaction networks studied to date, and provides a novelperspective on the dynamics of online friendship networks, as opposed to mereinteraction graphs. Initially, this network exhibits strong structural turnoverand decays rapidly from a peak size. In the following period, however, bothnetwork size and turnover stabilize, producing a dynamic structuralequilibrium. In contrast to other studies, we find that the Halo friendshipnetwork is non-densifying: both the mean degree and the average pairwisedistance are stable, suggesting that densification cannot occur whenmaintaining friendships is costly. Finally, players with greater long-termengagement exhibit stronger local clustering, suggesting a group-level socialengagement process. These results demonstrate the utility of online games forstudying 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,以及它们如何随着时间演变而知之甚少。理解大型在线游戏中的人类社交动态可以全面了解社交互动,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44周内近180亿次社交互动推论得出的,其中有1700万人受到青睐在线游戏光晕:达到。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,它为在线友谊网络的动态提供了新颖的视角,与单纯的交互图相反。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,网络规模和营业额都趋于稳定,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:平均度数和平均配对距离均稳定,这表明在保持友谊的代价高昂时不会发生密集化。最后,长期参与度较高的玩家表现出更强的本地聚类性,这表明了团体层面的社会参与过程。这些结果证明了网络游戏在研究社交网络方面的实用性,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。

著录项

  • 作者

    Merritt, Sears; Clauset, Aaron;

  • 作者单位
  • 年度 2013
  • 总页数
  • 原文格式 PDF
  • 正文语种 {"code":"en","name":"English","id":9}
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