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Uses of Multiple Characters in Online Games and Their Implications for Social Network Methods

Published: 27 February 2016 Publication History

Abstract

In most sociotechnical systems, individuals are tracked through user accounts. This paper explores the various ways in which people create and use multiple user representations, specifically in online games. Using 8 years of population data from a popular multiplayer online game, EVE Online, we examine how multiple character creation and use occurs at scale and how operationalization of individuals between accounts and characters impacts methods. We suggest that conceptualizing participants in online games based on the assumption that one character equals one individual can lead to incorrect analyses regarding the demographics or behaviors of the population. Additionally, social network analysis suggests that a character-centric, rather than account-level, viewpoint can change the results of statistical relationships with network metrics such as eigenvector centrality.

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Cited By

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  • (2021)I'll Play on My Other AccountProceedings of the ACM on Human-Computer Interaction10.1145/34747045:CHI PLAY(1-18)Online publication date: 5-Oct-2021
  • (2019)Building and sustaining large, long-term online communitiesProceedings of the 14th International Conference on the Foundations of Digital Games10.1145/3337722.3337760(1-12)Online publication date: 26-Aug-2019
  • (2017)Managing Disruptive Behavior through Non-Hierarchical GovernanceProceedings of the ACM on Human-Computer Interaction10.1145/31346971:CSCW(1-17)Online publication date: 6-Dec-2017

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cover image ACM Conferences
CSCW '16: Proceedings of the 19th ACM Conference on Computer-Supported Cooperative Work & Social Computing
February 2016
1866 pages
ISBN:9781450335928
DOI:10.1145/2818048
Permission to make digital or hard copies of all or part of this work for personal or classroom use is granted without fee provided that copies are not made or distributed for profit or commercial advantage and that copies bear this notice and the full citation on the first page. Copyrights for components of this work owned by others than the author(s) must be honored. Abstracting with credit is permitted. To copy otherwise, or republish, to post on servers or to redistribute to lists, requires prior specific permission and/or a fee. Request permissions from [email protected].

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Published: 27 February 2016

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Author Tags

  1. Multiple profile maintenance
  2. online games
  3. social network analysis
  4. user representations

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CSCW '16
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CSCW '16: Computer Supported Cooperative Work and Social Computing
February 27 - March 2, 2016
California, San Francisco, USA

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CSCW '16 Paper Acceptance Rate 142 of 571 submissions, 25%;
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Cited By

View all
  • (2021)I'll Play on My Other AccountProceedings of the ACM on Human-Computer Interaction10.1145/34747045:CHI PLAY(1-18)Online publication date: 5-Oct-2021
  • (2019)Building and sustaining large, long-term online communitiesProceedings of the 14th International Conference on the Foundations of Digital Games10.1145/3337722.3337760(1-12)Online publication date: 26-Aug-2019
  • (2017)Managing Disruptive Behavior through Non-Hierarchical GovernanceProceedings of the ACM on Human-Computer Interaction10.1145/31346971:CSCW(1-17)Online publication date: 6-Dec-2017

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