作者
Ayush Singhal, Karthik Subbian, Jaideep Srivastava, Tamara G Kolda, Ali Pinar
发表日期
2013/8/25
图书
Proceedings of the 2013 IEEE/ACM International Conference on Advances in Social Networks Analysis and Mining
页码范围
661-665
简介
Understanding the dynamics of reciprocation is of great interest in sociology and computational social science. The recent growth of Massively Multi-player Online Games (MMOGs) has provided unprecedented access to large-scale data which enables us to study such complex human behavior in a more systematic manner. In this paper, we consider three different networks in the EverQuest2 game: chat, trade, and trust. The chat network has the highest level of reciprocation (33%) because there are essentially no barriers to it. The trade network has a lower rate of reciprocation (27%) because it has the obvious barrier of requiring goods or money for exchange; morever, there is no clear benefit to returning a trade link except in terms of social connections. The trust network has the lowest reciprocation (14%) because this equates to sharing certain within-game assets such as weapons, and so there is a high barrier …
引用总数
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学术搜索中的文章
A Singhal, K Subbian, J Srivastava, TG Kolda, A Pinar - Proceedings of the 2013 IEEE/ACM International …, 2013