Measuring social dynamics in a massive multiplayer online game
Michael Szell, Stefan Thurner

TL;DR
This study leverages three years of comprehensive data from a massive multiplayer online game to empirically analyze social network structures, dynamics, and theories, revealing new quantitative social laws and validating social balance theory.
Contribution
It provides the first large-scale, empirical analysis of social networks in a virtual environment, proposing new social laws and validating existing social theories.
Findings
Distinct topological structures for friend and enemy networks
Confirmation of network densification phenomenon
Empirical support for Granovetter's Weak ties hypothesis
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…
Peer Reviews
No public reviews on file for this paper yet. If you reviewed it on a platform where reviews are public (OpenReview, ICLR, NeurIPS, ICML), you can paste yours below so the community can read it here.
Videos
No videos yet. Explain this paper in a talk, walkthrough, or lecture? Add one.
