Interaction networks and patterns of guild community in massively multiplayer online games

In this study, we adopted the social network analysis (SNA) approach and applied it to massively multiplayer online games studies. Virtual participant observation was carried out through which we identified seven types of interaction (grouped into task and social orientated interaction categories) using thematic analysis and recorded “who-talk-to-whom” relationships for each of these seven interaction types. The first part of the study was conducted to explore descriptively the patterns of user interaction. It was followed by a detailed study to look into these issues using SNA statistical techniques known as P* modeling. We found that task interactions were more unequal and expansive while social interactions were more densely knitted, resulting in horizontal and cohesive group formation. The studies also demonstrated the benefits of combining SNA and qualitative methods.

[1]  L. Freeman Centrality in social networks conceptual clarification , 1978 .

[2]  Ram Dantu,et al.  Identification of leaders, lurkers, associates and spammers in a social network: context-dependent and context-independent approaches , 2011, Social Network Analysis and Mining.

[3]  David Krackhardt,et al.  Multicollinearity Robust QAP for Multiple-Regression , 2003 .

[4]  Panayiotis Zaphiris,et al.  Trends, similarities, and differences in the usage of teen and senior public online newsgroups , 2006, TCHI.

[5]  Jacob Cohen A Coefficient of Agreement for Nominal Scales , 1960 .

[6]  S. Borgatti,et al.  Making Invisible Work Visible: Using Social Network Analysis to Support Strategic Collaboration , 2002 .

[7]  C. Steglich,et al.  Applying SIENA: An illustrative analysis of the co-evolution of adolescents’ friendship networks, taste in music, and alcohol consumption , 2006 .

[8]  Radu Negoescu An Analysis of the Social Network of Flickr , 2007 .

[9]  Klaus Krippendorff,et al.  Content Analysis: An Introduction to Its Methodology , 1980 .

[10]  Robert J. Moore,et al.  "Alone together?": exploring the social dynamics of massively multiplayer online games , 2006, CHI.

[11]  Garry Robins,et al.  Longitudinal Changes in Friendship Networks: An Approach from Exponential Random Graph Models , 2006 .

[12]  Barry Wellman,et al.  Scholarly Networks as Learning Communities: The Case of TechNet , 2002 .

[13]  S. Boorman,et al.  Social Structure from Multiple Networks. I. Blockmodels of Roles and Positions , 1976, American Journal of Sociology.

[14]  P. Pattison,et al.  New Specifications for Exponential Random Graph Models , 2006 .

[15]  Robert J. Moore,et al.  The life and death of online gaming communities: a look at guilds in world of warcraft , 2007, CHI.

[16]  Mick J. Ridley,et al.  Promoting where, when and what? An analysis of web logs by integrating data mining and social network techniques to guide ecommerce business promotions , 2010, Social Network Analysis and Mining.

[17]  Michael Szell,et al.  Measuring social dynamics in a massive multiplayer online game , 2009, Soc. Networks.

[18]  Castulus Kolo,et al.  Living a Virtual Life: Social Dynamics of Online Gaming , 2004, Game Stud..

[19]  Kurt Squire,et al.  Cultural Framing of Computer/Video Games , 2002, Game Stud..

[20]  Stanley Wasserman,et al.  Social Network Analysis: Methods and Applications , 1994, Structural analysis in the social sciences.

[21]  Barry Wellman,et al.  Does citation reflect social structure?: Longitudinal evidence from the Globenet interdisciplinary research group , 2004, J. Assoc. Inf. Sci. Technol..

[22]  N. Yee,et al.  From Tree House to Barracks , 2006, Games Cult..

[23]  J. Fleiss Statistical methods for rates and proportions , 1974 .

[24]  Michael Thornton Wyman,et al.  2 – World of Warcraft , 2011 .

[25]  W. Grove Statistical Methods for Rates and Proportions, 2nd ed , 1981 .

[26]  A. P. Rovai Building Sense of Community at a Distance , 2002, Distances et médiations des savoirs.

[27]  Richard V. Kelly Massively Multiplayer Online Role-Playing Games: The People, the Addiction and the Playing Experience , 2004 .

[28]  Andrew Laghos,et al.  Frameworks for Analyzing Computer-Mediated-Communication in e- Learning , 2005 .

[29]  Weiyun Huang,et al.  Apply Social Network Analysis and Data Mining to Dynamic Task Synthesis for Persistent MMORPG Virtual World , 2004, ICEC.

[30]  Peng Wang,et al.  Recent developments in exponential random graph (p*) models for social networks , 2007, Soc. Networks.

[31]  Yao-Jen Chang,et al.  Social Network Analysis to Blog-based Online Community , 2007, 2007 International Conference on Convergence Information Technology (ICCIT 2007).

[32]  Panayiotis Zaphiris,et al.  A model of cognitive loads in massively multiplayer online role playing games , 2007, Interact. Comput..

[33]  Bethany S. Dohleman Exploratory social network analysis with Pajek , 2006 .

[34]  Shyhtsun Felix Wu,et al.  Analysis of user keyword similarity in online social networks , 2011, Social Network Analysis and Mining.