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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Panayiotis Zaphiris, Reader at City University London, favorited this 2 years ago
Social Networks and Social Simulation of 3D Online Communities - Presentation Transcript
Stereotypical views of games
Games as social activities
Games as communities
Social Networks and Social Simulation of 3D Online Communities (Jim) CS Ang Research Fellow Centre for HCI Design
Structure of presentation
Brief introduction to sociability
Analysing social networks
Study 1: Social network modelling
Simulating social networks
Study 2: Simulation modelling
Conclusion
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
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
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”
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
Study 1: Social Network Modelling Understanding the network characteristics of social interaction
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
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
P* model (Robins et al., 2007)
Results
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?
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)
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
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
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
What about social simulations?
Can simulations be useful in simulating social activities
What about simulating social network (of online communities?)
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!
Study 2: Simulation Model
Can we “grow” the observed social network from bottom up?
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
The simulation with Netlogo
Qualitative validation Help interaction Chat interaction
Quantitative validation
Social budget
Social budget and in degree centrality social budget = 0 social budget = 3
Social budget and out degree centrality social budget = 0 social budget = 3
Activeness factor
Activeness factor
Cohesiveness factor
Cohesiveness factor
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
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
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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