英文原文
Abstract: Quantification of human group-behavior has so far defied an empirical, falsifiable approach. This is due to tremendous difficulties in data acquisition of social systems. Massive multiplayer online games (MMOG) provide a fascinating new way of observing hundreds of thousands of simultaneously socially interacting individuals engaged in virtual economic activities. We have compiled a data set consisting of practically all actions of all players over a period of three years from a MMOG played by 300,000 people. This large-scale data set of a socio-economic unit contains all social and economic data from a single and coherent source. Players have to generate a virtual income through economic activities to 'survive' and are typically engaged in a multitude of social activities offered within the game. Our analysis of high-frequency log files focuses on three types of social networks, and tests a series of social-dynamics hypotheses. In particular we study the structure and dynamics of friend-, enemy- and communication networks. We find striking differences in topological structure between positive (friend) and negative (enemy) tie networks. All networks confirm the recently observed phenomenon of network densification. We propose two approximate social laws in communication networks, the first expressing betweenness centrality as the inverse square of the overlap, the second relating communication strength to the cube of the overlap. These empirical laws provide strong quantitative evidence for the Weak ties hypothesis of Granovetter. Further, the analysis of triad significance profiles validates well-established assertions from social balance theory. We find overrepresentation (underrepresentation) of complete (incomplete) triads in networks of positive ties, and vice versa for networks of negative ties.
中文翻译
摘要:迄今为止,人类群体行为的量化一直难以采用经验性、可证伪的方法。这是由于社会系统数据获取的巨大困难。大型多人在线游戏(MMOG)提供了一种引人入胜的新方式,可以观察数十万同时进行虚拟经济活动的社交互动个体。我们编制了一个数据集,包含30万人参与的MMOG中所有玩家在三年内几乎所有行为。这个社会经济单元的大规模数据集来自单一且连贯的来源,涵盖了所有社会和经济数据。玩家需要通过经济活动产生虚拟收入以“生存”,并通常参与游戏中提供的多种社交活动。我们对高频日志文件的分析聚焦于三种类型的社交网络,并测试了一系列社交动态假设。具体而言,我们研究了朋友、敌人和通信网络的结构与动态。我们发现积极(朋友)和消极(敌人)关系网络在拓扑结构上存在显著差异。所有网络都证实了最近观察到的网络致密化现象。我们提出了通信网络中的两个近似社会定律:第一个将中介中心性表达为重叠的逆平方,第二个将通信强度与重叠的立方相关联。这些经验定律为格兰诺维特的弱关系假设提供了强有力的定量证据。此外,三元组显著性剖面的分析验证了社会平衡理论中已确立的断言。我们发现积极关系网络中完整(不完整)三元组的过度(不足)代表,而消极关系网络则相反。
文章概要
本文基于关键词“Relating in multiplayer social dynamics”,探讨了大型多人在线游戏中社交动态的量化研究。研究通过分析30万玩家三年内的数据,聚焦朋友、敌人和通信网络,揭示了积极与消极关系网络的拓扑差异,并提出了通信网络中的社会定律,为弱关系假设和社会平衡理论提供了实证支持。
高德明老师的评价
TA沟通分析评价:这项研究展现了在虚拟环境中观察社交互动的卓越能力,通过数据驱动的方法,清晰地映射了玩家之间的沟通模式和关系结构,这有助于我们理解现实世界中人际互动的复杂性,并为未来探索更健康的沟通方式提供了宝贵视角。
焦点解决心理学评价:研究聚焦于社交动态的积极发现,如网络致密化和弱关系假设的验证,体现了对目标导向行为的关注。它赞美了玩家在游戏中构建社交网络的努力,并展望了利用这些洞察促进现实社交技能发展的可能性。
佛学专家角色评价:从佛学角度看,这项研究揭示了关系网络中的因果联系和相互依存性,如积极与消极关系的平衡。它赞美了数据中展现的众生互动本质,并指向未来通过正念和慈悲心提升虚拟与现实中关系质量的可能性。