social networks and social simulation of 3d online communities

Post on 28-Oct-2014

7 Views

Category:

Technology

0 Downloads

Preview:

Click to see full reader

DESCRIPTION

 

TRANSCRIPT

1

Stereotypical views of games

2

Games as social activities

3

Games as communities

4

Social Networks and Social Simulation of 3D Online Communities

(Jim) CS Ang

Research Fellow

Centre for HCI Design

5

Structure of presentation

• Brief introduction to sociability• Analysing social networks

– Study 1: Social network modelling

• Simulating social networks– Study 2: Simulation modelling

• Conclusion

6

3D virtual worlds as communities

• 3D is not only an additional graphical dimension

• Beyond chatting• The whole range of human (even non-

human?) activities– Flying – Monster slaying– Dungeon exploration

7

Sociability studies of 3D virtual worlds

• These studies have treated individuals as the unit of analysis

• E.g. looked at “the amount of time spent by individual players and the relation to game character levels”; “types of message individuals post”

• It is about what the individuals are and what the individuals do

8

What about relations?

• Social Network Analysis• The relationships of individuals as well as the patterns

and implications of these relationships have on the individuals

• E.g. we can look at “whether the player is likely to gain higher level if she interacts with certain groups of players”

9

Why bother studying them?

• Understanding user online interaction: shopping behaviour, learning, socialising, play, etc

• Utilising social networks to support these behaviour• Designing social technological systems that support

social networks

10

Study 1: Social Network Modelling

Understanding the network characteristics of social interaction

11

The WoW guild community

• Online communities function as a major mechanism of socialisation in WoW

• Guilds give the players a chance to run a virtual association which has formalised membership and rank assignments that encourage participation

• Each guild usually has a leader and several guilds could team up in a battle

12

Methods

• 1944 lines of guild messages were collected in 30 hours of observation

• Messages were categorised into seven interaction types: “give help”, “ask for help”, “group management” “coordination” “friendly remark”, “game chat” and “real life chat”

• Socio-matrices (who-talk-to-whom matrices) was constructed

13

P* model (Robins et al., 2007)

14

Results

15

Ask for help and give help

• “ask for help” interaction has positive tendency of in-K-star pattern (0.5231)

• “give help” interaction has positive tendency of out-K-star pattern (1.0267 )

• Finding 1: guild players did tend to ask for help from a specific group of players

• Why?

16

Friendly, game chat and real life chat

• The reciprocity parameter shows that friendly remark (1.2829) and game chat (3.0757) networks have significantly higher reciprocity than random networks

• Finding 2: chatting interaction was inclined to be reciprocated

• Friendly interaction has a significant in-K-star parameter (0.5297)

17

Friendly, game chat and real life chat

Player_R: […] where in [deadmine] I can find the items needed [for] the Oh Brother [quest]

Player_S: they're in the undead part

Player_R: thanks a lot :)

• Finding 3: friendly remark interaction tends to result in a high power distance network

18

What-if…?

• P*model gives us a statistical description of the social network of an existing community

• In many cases, we might want to know how policy intervention/occurrence of unexpected events will transform the social network of the community

• There is a need to explore what-if situations• We can explore different design alternatives• Through simulations

19

What are simulations?

• Computational models that mimic the target system• To understand the behaviour of the system• To explore what-if hypothetical situations• Generation and analysis of data• The contexts of use: safety engineering, training,

education, military, biology, ecosystem

20

What about social simulations?

• Can simulations be useful in simulating social activities• What about simulating social network (of online

communities?)

21

Agent-based simulation

• AI like agents with goal, they will act, react and interact with others and with the environment

• Agents can be programmed with simple rules but the behaviour of the system as a whole can be complex

• It is non-linear and cannot be predict statistically, just like many real social events

• Results are emergent!

22

Study 2: Simulation Model

Can we “grow” the observed social network from bottom up?

23

Rule formalisation

• Based on the empirical observation of existing social networks

• Focused on three interactions: ask help, give help, chat• Qualitative and quantitative results are formalised into

programming language

24

The simulation with Netlogo

25

Qualitative validation

Help interaction Chat interaction

26

Quantitative validation

27

Social budget

0

0.05

0.1

0.15

0.2

0.25

0.3

0 1 2 3 4 5 6 7 8 9 10

social budget

deg

ree c

en

trali

sati

on

out degree in degree

28

Social budget and in degree centrality

social budget = 0 social budget = 3

29

Social budget and out degree centrality

social budget = 0 social budget = 3

30

Activeness factor

0

0.02

0.04

0.06

0.08

0.1

0.12

0 0.1 0.2 0.3 0.4 0.5 0.6 0.7 0.8 0.9 1

activeness factor

density transitivity

31

Activeness factor

0

0.05

0.1

0.15

0.2

0.25

0.3

0.35

0.4

0.45

0 0.1 0.2 0.3 0.4 0.5 0.6 0.7 0.8 0.9 1

activeness factor

deg

ree c

en

trali

sati

on

out degree in degree

32

Cohesiveness factor

0

0.01

0.02

0.03

0.04

0.05

0.06

0.07

0 0.1 0.2 0.3 0.4 0.5 0.6 0.7 0.8 0.9 1

cohesiveness factor

density transitivity

33

Cohesiveness factor

reciprocity

0

0.1

0.2

0.3

0.4

0.5

0.6

0.7

0.8

0 0.1 0.2 0.3 0.4 0.5 0.6 0.7 0.8 0.9 1

cohesiveness factor

34

Conclusion

• With p* modelling study, we can only understand the characteristic of the existing community

• With simulation, we can understand the casual effect of different factors to network characteristics

• we could infer how design can affect the growth of the community

• E.g. a reward system that will increase the activeness factor of individuals drastically can result in more activities but a risk of unbalanced growth

• System that encourage neighbour interaction will increase reciprocity, but will reduce activities

35

Potentials in HCI/CMC research

• Can answer fundamental research questions• Help practitioners design and regulate online

communities• Incorporated into existing HCI methods• Observational/experimental studies at individual/micro

level• to understand the community/macro level

36

Working papers

• Social Roles and Positions of Guild Players in Massively Multiplayer Online Games: a Social Network Analytic Perspective.

• Interaction Networks and Patterns of Guild Community in Massively Multiplayer Online Games.

• Social Interaction Networks Simulation in Virtual Communities.

top related