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

Research output: Journal Article or Conference Article in JournalJournal articleResearchpeer-review

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
Original languageEnglish
JournalPLOS ONE
Volume7
Issue number1
Pages (from-to)e29796
ISSN1932-6203
DOIs
Publication statusPublished - 2012
Externally publishedYes

Keywords

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

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