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INSNA ‘15
Group Closure and
Brokerage: Social Capital
and Group Effectiveness in
MMOGs
Grace A. Benefield
Cuihua Shen
Communication
University of California, Davis
INSNA ‘15
Brighton, UK
1
INSNA ‘15
Massively Multiplayer Online Role-
Playing Games (MMORPGs)
• Players develop avatar  interact with other users
in virtual world
• Earn money
• Make transactions
• Chat
• Can be similar to a second job
• Many play average 20 hours/wk (Yee, 2006)
• Requires teamwork, creativity, long hours to progress
2
INSNA ‘15
Types of MMOG Teams
3
Pick up Groups (PUGS)
•Short-term
•Members may be
unique or repeated
•Group together to beat
a
level/dungeon/monster
then separate
Guilds
•Longer term
•More stable social
structure
•Different purposes
•Gain access to
resources
INSNA ‘15
MMOGs as a test bed for org’l
research
(Assmann et al., 2010)
•More diverse population
•Western, university-students in lab
experiments
•Individual and group-level processes
•Longitudinal studies of real teams
•Studies on leaders
4
INSNA ‘15
Research directions
How does social structure
within and across teams
affect group performance?
Does the social structure
differ from a corporate
organization?
5
INSNA ‘15
Group Social Capital
•DV: Group-level performance
measure
•IVs: Group-level social capital
measures
6
INSNA ‘157
INSNA ‘15
Within Teams
Low Closure High Closure
8
INSNA ‘15
H1
Closure and group effectiveness
 Inverted U relationship (Oh, Chung,
Labianca, 2004)
9
INSNA ‘15
Across Teams
•Diverse ties to
other teams
•Leader to leade
ties
10
INSNA ‘15
H2 and H3
Intergroup Bridging Diversity
Group Effectiveness
Leadership Centrality
Group Effectiveness
11
INSNA ‘15
Data
• Chinese version
• DN
• Fantasy game developed by Eyedentity Games and
Nexon
• Available in Korea, China, North America, South East
Asia, Europe
• Free to play
• Purpose: awaken a poisoned goddess
• Defeat dungeons and dragons
• Discover power stones
• Players can interact with others:
• Chat
• Teams
• Guilds
• Trading currency/items
12
INSNA ‘15
Sampling
•Guilds
•Started during the collection period
•>3 characters in the guild on the last day of
collection
•804 total guilds (Max = 97 guild members)
•Guild members
•11,549 characters
•Level (Min = 2, Max = 40)
13
INSNA ‘15
Player Networks
Social
• Tie – User connects
to alter as “friends”
Task
• Tie – User and alter
play together in a
team during
collection period
• Weight – # of shared
teaming instances
Exchange
• Tie – User and alter
trade together
during collection
period
• Weight – Total # of
trade transactions
*Both user/alter must be in the sample of guild members
R-squared = .25 R-squared = .05
R-squared = .13
14
INSNA ‘15
Nodes
Nodes = guilds
Node size = degree
centrality
Node color = # of
guild character
members
Edges
Purple = Task ties
Blue = Exchange ties
Pink = Social ties
Inter-Group Network
15
INSNA ‘15
Three Guild-Guild Networks
Social Task Exchange
16
INSNA ‘15
DV
Guild Effectiveness
•Average of the total guild points a guild
has on the last day of the collection
period
•Guild points  complete quests
•Advance guild level  guild pts,
currency, a minimum number of
guild members
17
INSNA ‘15
Controls
•Character count
• Total number of guild members on the last day
of collection
•Average guild member level
• Sum of all the guild member’s max levels / # of
characters in a guild
•Total intragroup ties
18
INSNA ‘15
IVs – Intragroup Closure across 3
networks
•Density
•Density squared
19
INSNA ‘15
IVs - Intergroup Brokerage
•Bridging diversity (Blau, 1977)
• 𝐵𝑑 = 1 − 𝑝𝑖
2
*Pi
• Pi = proportional tie influence of each
group’s ties based on the total number of
groups
• Ranges from 0 to 1
•Leader degree centrality
• Sum each guild leader’s total number of ties
with other leaders
20
INSNA ‘15
Results Social Task Exchange
Model 4 Model 4 Model 4
7.75*** 7.11***
7.64***
Controls
Guild members 0.03*** 0.02 ***
0.02***
Experience 0.19*** 0.11***
0.13*
Total ties 0.01 0.01*** -0.01
Closure
Density 0.73 16.49*** 4.58
Density sqd -2.73** -19.29** -6.85*
Brokerage
Bridging diversity 0.20 0.99*** 0.64***
Leader centrality 0.02 0.01* -0.01
R 2
0.17 0.29 0.22
F 23.46*** 46.27*** 31.15***
Infl Pt. 0.10 0.27 0.75
*** p < .001; ** p < .01; * p < .05
•Group members
•Average experience
21
INSNA ‘15
Results Social Task Exchange
Model 4 Model 4 Model 4
7.75*** 7.11***
7.64***
Controls
Guild members 0.03*** 0.02 ***
0.02***
Experience 0.19*** 0.11***
0.13*
Total ties 0.01 0.01*** -0.01
Closure
Density 0.73 16.49*** 4.58
Density sqd -2.73** -19.29** -6.85*
Brokerage
Bridging diversity 0.20 0.99*** 0.64***
Leader centrality 0.02 0.01* -0.01
R 2
0.17 0.29 0.22
F 23.46*** 46.27*** 31.15***
Infl Pt. 0.10 0.27 0.75
*** p < .001; ** p < .01; * p < .05
•Density sqd
• Negatively related
• All 3 networks
•Peak
•Social .10
•Task .27
•Exchange .75
22
INSNA ‘15
Results Social Task Exchange
Model 4 Model 4 Model 4
7.75*** 7.11***
7.64***
Controls
Guild members 0.03*** 0.02 ***
0.02***
Experience 0.19*** 0.11***
0.13*
Total ties 0.01 0.01*** -0.01
Closure
Density 0.73 16.49*** 4.58
Density sqd -2.73** -19.29** -6.85*
Brokerage
Bridging diversity 0.20 0.99*** 0.64***
Leader centrality 0.02 0.01* -0.01
R 2
0.17 0.29 0.22
F 23.46*** 46.27*** 31.15***
Infl Pt. 0.10 0.27 0.75
*** p < .001; ** p < .01; * p < .05
•Bridging
• Task
• Exchange
•Leader Centrality
•Task
23
INSNA ‘15
Discussion
Successful teams – for any network –
are bigger, experienced, with a
curvilinear relation with closure
24
INSNA ‘15
Discussion
Social network  teams with less
intragroup density were more
successful
25
INSNA ‘15
Discussion
Achievement-oriented networks 
teams with a moderate to high
intragroup density were more
successful
26
INSNA ‘15
Discussion
Achievement-oriented networks 
high brokerage may have a greater
impact on performance
27
INSNA ‘15
Limitations
•Sample newly formed guilds (3 month
period)
•Do digital traces reflect actual
strength of ties?
•One case study of Chinese players
•Do the results expand across players?
MMOGs?
28
INSNA ‘15
Strengths
•Find similar social structures in both
organizational work groups (Oh et al.,
2004) and an MMOG
•Examine multiple types of networks
•Further research on self-organized
teams
•Use unobtrusive behavioral data
instead of surveys
29
INSNA ‘15
Acknowledgements
Help and comments from faculty and
student participants of the Virtual
World Observatory
(www.vwobservatory.org) are
instrumental to the work reported here.
30
INSNA ‘15
Thank you!
Questions? Comments?
Suggestions?
Grace A. Benefield
grbenefield@ucdavis.edu
@grbene
Cuihua Shen
shencuihua@gmail.com
@cuihua
31

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Group Social Capital and Performance in MMOGs

  • 1. INSNA ‘15 Group Closure and Brokerage: Social Capital and Group Effectiveness in MMOGs Grace A. Benefield Cuihua Shen Communication University of California, Davis INSNA ‘15 Brighton, UK 1
  • 2. INSNA ‘15 Massively Multiplayer Online Role- Playing Games (MMORPGs) • Players develop avatar  interact with other users in virtual world • Earn money • Make transactions • Chat • Can be similar to a second job • Many play average 20 hours/wk (Yee, 2006) • Requires teamwork, creativity, long hours to progress 2
  • 3. INSNA ‘15 Types of MMOG Teams 3 Pick up Groups (PUGS) •Short-term •Members may be unique or repeated •Group together to beat a level/dungeon/monster then separate Guilds •Longer term •More stable social structure •Different purposes •Gain access to resources
  • 4. INSNA ‘15 MMOGs as a test bed for org’l research (Assmann et al., 2010) •More diverse population •Western, university-students in lab experiments •Individual and group-level processes •Longitudinal studies of real teams •Studies on leaders 4
  • 5. INSNA ‘15 Research directions How does social structure within and across teams affect group performance? Does the social structure differ from a corporate organization? 5
  • 6. INSNA ‘15 Group Social Capital •DV: Group-level performance measure •IVs: Group-level social capital measures 6
  • 8. INSNA ‘15 Within Teams Low Closure High Closure 8
  • 9. INSNA ‘15 H1 Closure and group effectiveness  Inverted U relationship (Oh, Chung, Labianca, 2004) 9
  • 10. INSNA ‘15 Across Teams •Diverse ties to other teams •Leader to leade ties 10
  • 11. INSNA ‘15 H2 and H3 Intergroup Bridging Diversity Group Effectiveness Leadership Centrality Group Effectiveness 11
  • 12. INSNA ‘15 Data • Chinese version • DN • Fantasy game developed by Eyedentity Games and Nexon • Available in Korea, China, North America, South East Asia, Europe • Free to play • Purpose: awaken a poisoned goddess • Defeat dungeons and dragons • Discover power stones • Players can interact with others: • Chat • Teams • Guilds • Trading currency/items 12
  • 13. INSNA ‘15 Sampling •Guilds •Started during the collection period •>3 characters in the guild on the last day of collection •804 total guilds (Max = 97 guild members) •Guild members •11,549 characters •Level (Min = 2, Max = 40) 13
  • 14. INSNA ‘15 Player Networks Social • Tie – User connects to alter as “friends” Task • Tie – User and alter play together in a team during collection period • Weight – # of shared teaming instances Exchange • Tie – User and alter trade together during collection period • Weight – Total # of trade transactions *Both user/alter must be in the sample of guild members R-squared = .25 R-squared = .05 R-squared = .13 14
  • 15. INSNA ‘15 Nodes Nodes = guilds Node size = degree centrality Node color = # of guild character members Edges Purple = Task ties Blue = Exchange ties Pink = Social ties Inter-Group Network 15
  • 16. INSNA ‘15 Three Guild-Guild Networks Social Task Exchange 16
  • 17. INSNA ‘15 DV Guild Effectiveness •Average of the total guild points a guild has on the last day of the collection period •Guild points  complete quests •Advance guild level  guild pts, currency, a minimum number of guild members 17
  • 18. INSNA ‘15 Controls •Character count • Total number of guild members on the last day of collection •Average guild member level • Sum of all the guild member’s max levels / # of characters in a guild •Total intragroup ties 18
  • 19. INSNA ‘15 IVs – Intragroup Closure across 3 networks •Density •Density squared 19
  • 20. INSNA ‘15 IVs - Intergroup Brokerage •Bridging diversity (Blau, 1977) • 𝐵𝑑 = 1 − 𝑝𝑖 2 *Pi • Pi = proportional tie influence of each group’s ties based on the total number of groups • Ranges from 0 to 1 •Leader degree centrality • Sum each guild leader’s total number of ties with other leaders 20
  • 21. INSNA ‘15 Results Social Task Exchange Model 4 Model 4 Model 4 7.75*** 7.11*** 7.64*** Controls Guild members 0.03*** 0.02 *** 0.02*** Experience 0.19*** 0.11*** 0.13* Total ties 0.01 0.01*** -0.01 Closure Density 0.73 16.49*** 4.58 Density sqd -2.73** -19.29** -6.85* Brokerage Bridging diversity 0.20 0.99*** 0.64*** Leader centrality 0.02 0.01* -0.01 R 2 0.17 0.29 0.22 F 23.46*** 46.27*** 31.15*** Infl Pt. 0.10 0.27 0.75 *** p < .001; ** p < .01; * p < .05 •Group members •Average experience 21
  • 22. INSNA ‘15 Results Social Task Exchange Model 4 Model 4 Model 4 7.75*** 7.11*** 7.64*** Controls Guild members 0.03*** 0.02 *** 0.02*** Experience 0.19*** 0.11*** 0.13* Total ties 0.01 0.01*** -0.01 Closure Density 0.73 16.49*** 4.58 Density sqd -2.73** -19.29** -6.85* Brokerage Bridging diversity 0.20 0.99*** 0.64*** Leader centrality 0.02 0.01* -0.01 R 2 0.17 0.29 0.22 F 23.46*** 46.27*** 31.15*** Infl Pt. 0.10 0.27 0.75 *** p < .001; ** p < .01; * p < .05 •Density sqd • Negatively related • All 3 networks •Peak •Social .10 •Task .27 •Exchange .75 22
  • 23. INSNA ‘15 Results Social Task Exchange Model 4 Model 4 Model 4 7.75*** 7.11*** 7.64*** Controls Guild members 0.03*** 0.02 *** 0.02*** Experience 0.19*** 0.11*** 0.13* Total ties 0.01 0.01*** -0.01 Closure Density 0.73 16.49*** 4.58 Density sqd -2.73** -19.29** -6.85* Brokerage Bridging diversity 0.20 0.99*** 0.64*** Leader centrality 0.02 0.01* -0.01 R 2 0.17 0.29 0.22 F 23.46*** 46.27*** 31.15*** Infl Pt. 0.10 0.27 0.75 *** p < .001; ** p < .01; * p < .05 •Bridging • Task • Exchange •Leader Centrality •Task 23
  • 24. INSNA ‘15 Discussion Successful teams – for any network – are bigger, experienced, with a curvilinear relation with closure 24
  • 25. INSNA ‘15 Discussion Social network  teams with less intragroup density were more successful 25
  • 26. INSNA ‘15 Discussion Achievement-oriented networks  teams with a moderate to high intragroup density were more successful 26
  • 27. INSNA ‘15 Discussion Achievement-oriented networks  high brokerage may have a greater impact on performance 27
  • 28. INSNA ‘15 Limitations •Sample newly formed guilds (3 month period) •Do digital traces reflect actual strength of ties? •One case study of Chinese players •Do the results expand across players? MMOGs? 28
  • 29. INSNA ‘15 Strengths •Find similar social structures in both organizational work groups (Oh et al., 2004) and an MMOG •Examine multiple types of networks •Further research on self-organized teams •Use unobtrusive behavioral data instead of surveys 29
  • 30. INSNA ‘15 Acknowledgements Help and comments from faculty and student participants of the Virtual World Observatory (www.vwobservatory.org) are instrumental to the work reported here. 30
  • 31. INSNA ‘15 Thank you! Questions? Comments? Suggestions? Grace A. Benefield grbenefield@ucdavis.edu @grbene Cuihua Shen shencuihua@gmail.com @cuihua 31

Editor's Notes

  1. This project is a case study in an MMOG. We used an MMOG because measurable actions occur in a virtual world, with many similar attributes to the real world
  2. Within this MMOG, we wanted to test whether similar organizational