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Finding your social space: empirical study of social exploration in multiplayer online games

Published: 15 January 2020 Publication History
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  • Abstract

    Social dynamics are based on human needs for trust, support, resource sharing, irrespective of whether they operate in real life or in a virtual setting. Massively multiplayer online role-playing games (MMORPGS) serve as enablers of leisurely social activity and are important tools for social interactions. Past research has shown that socially dense gaming environments like MMORPGs can be used to study important social phenomena, which may operate in real life, too. We describe the process of social exploration to entail the following components 1) finding the balance between personal and social time 2) making choice between a large number of weak ties or few strong social ties. 3) finding a social group. In general, these are the major determinants of an individual's social life. This paper looks into the phenomenon of social exploration in an activity based online social environment. We study this process through the lens of the following research questions, 1) What are the different social behavior types? 2) Is there a change in a player's social behavior over time? 3) Are certain social behaviors more stable than the others? 4) Can longitudinal research of player behavior help shed light on the social dynamics and processes in the network? We use an unsupervised machine learning approach to come up with 4 different social behavior types - Lone Wolf, Pack Wolf of Small Pack, Pack Wolf of a Large Pack and Social Butterfly. The types represent the degree of socialization of players in the game. Our research reveals that social behaviors change with time. While lone wolf and pack wolf of small pack are more stable social behaviors, pack wolf of large pack and social butterflies are more transient. We also observe that players progressively move from large groups with weak social ties to settle in small groups with stronger ties.

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    • (2023)Social gamingComputers in Human Behavior10.1016/j.chb.2023.107851147:COnline publication date: 1-Oct-2023
    • (2022)Prosocial activities in video games player type based study concerning the genres assively Multiplayer Online, Shooter and Role-Playing GamesProceedings of the 33rd European Conference on Cognitive Ergonomics10.1145/3552327.3552361(1-10)Online publication date: 4-Oct-2022
    • (2021)To Each Their Own (Type)Proceedings of the XX Brazilian Symposium on Human Factors in Computing Systems10.1145/3472301.3484352(1-12)Online publication date: 18-Oct-2021
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    cover image ACM Conferences
    ASONAM '19: Proceedings of the 2019 IEEE/ACM International Conference on Advances in Social Networks Analysis and Mining
    August 2019
    1228 pages
    ISBN:9781450368681
    DOI:10.1145/3341161
    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 ACM 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: 15 January 2020

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    Author Tags

    1. MMORPG
    2. clustering
    3. social behavior typology
    4. social exploration

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    ASONAM '19 Paper Acceptance Rate 41 of 286 submissions, 14%;
    Overall Acceptance Rate 116 of 549 submissions, 21%

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    View all
    • (2023)Social gamingComputers in Human Behavior10.1016/j.chb.2023.107851147:COnline publication date: 1-Oct-2023
    • (2022)Prosocial activities in video games player type based study concerning the genres assively Multiplayer Online, Shooter and Role-Playing GamesProceedings of the 33rd European Conference on Cognitive Ergonomics10.1145/3552327.3552361(1-10)Online publication date: 4-Oct-2022
    • (2021)To Each Their Own (Type)Proceedings of the XX Brazilian Symposium on Human Factors in Computing Systems10.1145/3472301.3484352(1-12)Online publication date: 18-Oct-2021
    • (2021)The Quirks of Being a Wallflower: Towards Defining Lurkers and Loners in Games Through A Systematic Literature ReviewExtended Abstracts of the 2021 CHI Conference on Human Factors in Computing Systems10.1145/3411763.3451830(1-7)Online publication date: 8-May-2021

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