Online multiplayer games are a popular form of social interaction, used by hundreds of millions of individuals. However, little is known about the social networks within these online games, or how they evolve over time. Understanding human social dynamics within massive online games can shed new light on social interactions in general and inform the development of more engaging systems. Here, we study a novel, large friendship network, inferred from nearly 18 billion social interactions over 44 weeks between 17 million individuals in the popular online game Halo:Reach. This network is one of the largest, most detailed temporal interaction networks studied to date, and provides a novel perspective on the dynamics of online friendship networks, as opposed to mere interaction graphs. Initially, this network exhibits strong structural turnover and decays rapidly from a peak size. In the following period, however, both network size and turnover stabilize, producing a dynamic structural equilibrium. In contrast to other studies, we nd that the Halo friendship network is non-densifying: both the mean degree and the average pairwise distance are stable, suggesting that densication cannot occur when maintaining friendships is costly. Finally, players with greater long-term engagement exhibit stronger local clustering, suggesting a group-level social engagement process. These results demonstrate the utility of online games for studying social networks, shed new light on empirical temporal graph patterns, and clarify the claims of universality of network densication.
Lastly, we would be remiss if we did not also mention work related to the study of online games. Most uses of online game data have focused on understanding certain aspects of human social behavior in online environments. Examples include individual and team performance @cite_33 @cite_30 @cite_11 @cite_10 , expert behavior @cite_16 @cite_18 , homophily @cite_20 , group formation @cite_27 , economic activity @cite_5 @cite_31 , and deviant behavior @cite_7 . Most of this work has focused on massively multiplayer online role playing games (MMORPGs), e.g., World of Warcraft, although a few have examined social behavior in first person shooter (FPS) games like @cite_11 . Relatively little of this work has focused on the structure and dynamics of social networks.
@cite_30 @cite_18 @cite_33 @cite_7 @cite_27 @cite_5 @cite_31 @cite_16 @cite_10 @cite_20 @cite_11
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As an increasing number of human activities are moving to the Web, more and more teams are predominantly virtual. Therefore, formation and success of virtual teams is an important issue in a wide range of fields. In this paper we model social behavior patterns of team work using data from virtual communities. In particular, we use data about the Web community of the multiplayer online game Dota 2 to study cooperation within teams. By applying statistical analysis we investigate how and to which extent different factors of the team in the game, such as role distribution, experience, number of friends and national diversity, have an influence on the team's success. In order to complete the picture we also rank the factors according to their influence. The results of our study imply that cooperation within the team is better than competition. We live in a computerized and networked society where many of our actions leave a digital trace and affect other people’s actions. This has lead to the emergence of a new data-driven research field: mathematical methods of computer science, statistical physics and sociometry provide insights on a wide range of disciplines ranging from social science to human mobility. A recent important discovery is that search engine traffic (i.e., the number of requests submitted by users to search engines on the www) can be used to track and, in some cases, to anticipate the dynamics of social phenomena. Successful examples include unemployment levels, car and home sales, and epidemics spreading. Few recent works applied this approach to stock prices and market sentiment. However, it remains unclear if trends in financial markets can be anticipated by the collective wisdom of on-line users on the web. Here we show that daily trading volumes of stocks traded in NASDAQ-100 are correlated with daily volumes of queries related to the same stocks. In particular, query volumes anticipate in many cases peaks of trading by one day or more. Our analysis is carried out on a unique dataset of queries, submitted to an important web search engine, which enable us to investigate also the user behavior. We show that the query volume dynamics emerges from the collective but seemingly uncoordinated activity of many users. These findings contribute to the debate on the identification of early warnings of financial systemic risk, based on the activity of users of the www. Behavioral datasets from major commercial game titles of the “AAA” grade generally feature high dimensionality and large sample sizes, from tens of thousands to millions, covering time scales stretching into several years of real-time, and evolving user populations. This makes dimensionality-reduction methods such as clustering and classification useful for discovering and defining patterns in player behavior. The goal from the perspective of game development is the formation of behavioral profiles that provide actionable insights into how a game is being played, and enables the detection of e.g. problems hindering player progression. Due to its unsupervised nature, clustering is notably useful in cases where no prior-defined classes exist. Previous research in this area has successfully applied clustering algorithms to behavioral datasets from different games. In this paper, the focus is on examining the behavior of 62,000 players from the major commercial game Tomb Raider: Underworld, as it unfolds from the beginning of the game and throughout the seven main levels of the game. Where previous research has focused on aggregated behavioral datasets spanning an entire game, or conversely a limited slice or snapshot viewed in isolation, this is to the best knowledge of the authors the first study to examine the application of clustering methods to player behavior as it evolves throughout an entire game. Massively Multiplayer Online Games (MMOGs) routinely attract millions of players but little empirical data is available to assess their players' social experiences. In this paper, we use longitudinal data collected directly from the game to examine play and grouping patterns in one of the largest MMOGs: World of Warcraft. Our observations show that the prevalence and extent of social activities in MMOGs might have been previously over-estimated, and that gaming communities face important challenges affecting their cohesion and eventual longevity. We discuss the implications of our findings for the design of future games and other online social spaces.