Social Networks and Social Simulation of 3D Online Communities

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    Notes on slide 1

    I think it is quite clear to everyone that playing computer games, or 3D virtual worlds in general is more than just an individual activity It is no longer about a teenage male locking himself up in his room and bashing the keyboard and slaying some virtual characters, yes there are still gamers like this, but we are glad to see a shift of this stereotypical image, to something more social

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    Social Networks and Social Simulation of 3D Online Communities - Presentation Transcript

    1. Stereotypical views of games
    2. Games as social activities
    3. Games as communities
    4. Social Networks and Social Simulation of 3D Online Communities (Jim) CS Ang Research Fellow Centre for HCI Design
    5. Structure of presentation
      • Brief introduction to sociability
      • Analysing social networks
        • Study 1: Social network modelling
      • Simulating social networks
        • Study 2: Simulation modelling
      • Conclusion
    6. 3D virtual worlds as communities
      • 3D is not only an additional graphical dimension
      • Beyond chatting
      • The whole range of human (even non-human?) activities
        • Flying
        • Monster slaying
        • Dungeon exploration
    7. Sociability studies of 3D virtual worlds
      • These studies have treated individuals as the unit of analysis
      • E.g. looked at “the amount of time spent by individual players and the relation to game character levels”; “types of message individuals post”
      • It is about what the individuals are and what the individuals do
    8. What about relations?
      • Social Network Analysis
      • The relationships of individuals as well as the patterns and implications of these relationships have on the individuals
      • E.g. we can look at “ whether the player is likely to gain higher level if she interacts with certain groups of players”
    9. Why bother studying them?
      • Understanding user online interaction: shopping behaviour, learning, socialising, play, etc
      • Utilising social networks to support these behaviour
      • Designing social technological systems that support social networks
    10. Study 1: Social Network Modelling Understanding the network characteristics of social interaction
    11. The WoW guild community
      • Online communities function as a major mechanism of socialisation in WoW
      • Guilds give the players a chance to run a virtual association which has formalised membership and rank assignments that encourage participation
      • Each guild usually has a leader and several guilds could team up in a battle
    12. Methods
      • 1944 lines of guild messages were collected in 30 hours of observation
      • Messages were categorised into seven interaction types: “give help”, “ask for help”, “group management” “coordination” “friendly remark”, “game chat” and “real life chat”
      • Socio-matrices (who-talk-to-whom matrices) was constructed
    13. P* model (Robins et al., 2007)
    14. Results
    15. Ask for help and give help
      • “ ask for help” interaction has positive tendency of in-K-star pattern (0.5231)
      • “ give help” interaction has positive tendency of out-K-star pattern (1.0267 )
      • Finding 1: guild players did tend to ask for help from a specific group of players
      • Why?
    16. Friendly, game chat and real life chat
      • The reciprocity parameter shows that friendly remark (1.2829) and game chat (3.0757) networks have significantly higher reciprocity than random networks
      • Finding 2: chatting interaction was inclined to be reciprocated
      • Friendly interaction has a significant in-K-star parameter (0.5297)
    17. Friendly, game chat and real life chat
      • Player_R: […] where in [deadmine] I can find the items needed [for] the Oh Brother [quest]
      • Player_S: they're in the undead part
      • Player_R: thanks a lot :)
      • Finding 3: friendly remark interaction tends to result in a high power distance network
    18. What-if…?
      • P*model gives us a statistical description of the social network of an existing community
      • In many cases, we might want to know how policy intervention/occurrence of unexpected events will transform the social network of the community
      • There is a need to explore what-if situations
      • We can explore different design alternatives
      • Through simulations
    19. What are simulations?
      • Computational models that mimic the target system
      • To understand the behaviour of the system
      • To explore what-if hypothetical situations
      • Generation and analysis of data
      • The contexts of use: safety engineering, training, education, military, biology, ecosystem
    20. What about social simulations?
      • Can simulations be useful in simulating social activities
      • What about simulating social network (of online communities?)
    21. Agent-based simulation
      • AI like agents with goal, they will act, react and interact with others and with the environment
      • Agents can be programmed with simple rules but the behaviour of the system as a whole can be complex
      • It is non-linear and cannot be predict statistically, just like many real social events
      • Results are emergent!
    22. Study 2: Simulation Model
      • Can we “grow” the observed social network from bottom up?
    23. Rule formalisation
      • Based on the empirical observation of existing social networks
      • Focused on three interactions: ask help, give help, chat
      • Qualitative and quantitative results are formalised into programming language
    24. The simulation with Netlogo
    25. Qualitative validation Help interaction Chat interaction
    26. Quantitative validation
    27. Social budget
    28. Social budget and in degree centrality social budget = 0 social budget = 3
    29. Social budget and out degree centrality social budget = 0 social budget = 3
    30. Activeness factor
    31. Activeness factor
    32. Cohesiveness factor
    33. Cohesiveness factor
    34. Conclusion
      • With p* modelling study, we can only understand the characteristic of the existing community
      • With simulation, we can understand the casual effect of different factors to network characteristics
      • we could infer how design can affect the growth of the community
      • E.g. a reward system that will increase the activeness factor of individuals drastically can result in more activities but a risk of unbalanced growth
      • System that encourage neighbour interaction will increase reciprocity, but will reduce activities
    35. Potentials in HCI/CMC research
      • Can answer fundamental research questions
      • Help practitioners design and regulate online communities
      • Incorporated into existing HCI methods
      • Observational/experimental studies at individual/micro level
      • to understand the community/macro level
    36. Working papers
      • Social Roles and Positions of Guild Players in Massively Multiplayer Online Games: a Social Network Analytic Perspective.
      • Interaction Networks and Patterns of Guild Community in Massively Multiplayer Online Games.
      • Social Interaction Networks Simulation in Virtual Communities.

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