Literature DB >> 23745617

Communication, opponents, and clan performance in online games: a social network approach.

Hong Joo Lee1, Jaewon Choi, Jong Woo Kim, Sung Joo Park, Peter Gloor.   

Abstract

Online gamers form clans voluntarily to play together and to discuss their real and virtual lives. Although these clans have diverse goals, they seek to increase their rank in the game community by winning more battles. Communications among clan members and battles with other clans may influence the performance of a clan. In this study, we compared the effects of communication structure inside a clan, and battle networks among clans, with the performance of the clans. We collected battle histories, posts, and comments on clan pages from a Korean online game, and measured social network indices for communication and battle networks. Communication structures in terms of density and group degree centralization index had no significant association with clan performance. However, the centrality of clans in the battle network was positively related to the performance of the clan. If a clan had many battle opponents, the performance of the clan improved.

Mesh:

Year:  2013        PMID: 23745617      PMCID: PMC3870575          DOI: 10.1089/cyber.2011.0522

Source DB:  PubMed          Journal:  Cyberpsychol Behav Soc Netw        ISSN: 2152-2715


  4 in total

1.  Demographic factors and playing variables in online computer gaming.

Authors:  Mark D Griffiths; Mark N O Davies; Darren Chappell
Journal:  Cyberpsychol Behav       Date:  2004-08

2.  Lifestyles of virtual world residents: living in the on-line game "lineage".

Authors:  Leo Sang-min Whang; Geunyoung Chang
Journal:  Cyberpsychol Behav       Date:  2004-10

3.  Appeal of playing online First Person Shooter Games.

Authors:  Jeroen Jansz; Martin Tanis
Journal:  Cyberpsychol Behav       Date:  2007-02

4.  First-person shooter games as a way of connecting to people: "brothers in blood".

Authors:  Maria Frostling-Henningsson
Journal:  Cyberpsychol Behav       Date:  2009-10
  4 in total
  2 in total

1.  Possible Biases of Researchers' Attitudes Toward Video Games: Publication Trends Analysis of the Medical Literature (1980-2013).

Authors:  Aviv Segev; Mitchell Rovner; David Ian Appel; Aaron W Abrams; Michal Rotem; Yuval Bloch
Journal:  J Med Internet Res       Date:  2016-07-18       Impact factor: 5.428

2.  Real and virtual worlds alike: Adolescents' psychopathology is reflected in their videogame virtual behaviors.

Authors:  Aviv Segev; Hila Gabay-Weschler; Yossi Naar; Hagai Maoz; Yuval Bloch
Journal:  PLoS One       Date:  2017-07-14       Impact factor: 3.240

  2 in total

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