Emergence of good conduct, scaling and Zipf laws in human behavioral sequences in an online world
Stefan Thurner, Michel Szell, Roberta Sinatra

TL;DR
This study analyzes online game player behaviors, revealing patterns of positive and negative actions, their clustering, and statistical properties, including power-law distributions and anti-persistence, highlighting complex social dynamics in virtual environments.
Contribution
The paper uncovers detailed statistical and temporal patterns in online behavioral sequences, introducing new insights into action clustering, persistence, and power-law distributions in virtual social interactions.
Findings
Negative actions increase after receiving negative feedback
Behavioral sequences show strong clustering and persistence
Word ranking distributions follow approximate power laws
Abstract
We study behavioral action sequences of players in a massive multiplayer online game. In their virtual life players use eight basic actions which allow them to interact with each other. These actions are communication, trade, establishing or breaking friendships and enmities, attack, and punishment. We measure the probabilities for these actions conditional on previous taken and received actions and find a dramatic increase of negative behavior immediately after receiving negative actions. Similarly, positive behavior is intensified by receiving positive actions. We observe a tendency towards anti-persistence in communication sequences. Classifying actions as positive (good) and negative (bad) allows us to define binary 'world lines' of lives of individuals. Positive and negative actions are persistent and occur in clusters, indicated by large scaling exponents alpha~0.87 of the mean…
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