Emergence of Good Conduct, Scaling and Zipf Laws in Human Behavioral Sequences in an Online World

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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
OriginalsprogEngelsk
TidsskriftPLOS ONE
Vol/bind7
Udgave nummer1
Sider (fra-til)e29796
ISSN1932-6203
DOI
StatusUdgivet - 2012
Udgivet eksterntJa

Emneord

  • Behavioral analysis
  • Player interactions
  • Action sequences
  • Positive and negative behavior
  • Online gaming dynamics

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