| Literature DB >> 33085667 |
Andres M Belaza1,2, Jan Ryckebusch1, Koen Schoors2,3, Luis E C Rocha1,2, Benjamin Vandermarliere1,2.
Abstract
Games involving virtual worlds are popular in several segments of the population and societies. The online environment facilitates that players from different countries interact in a common virtual world. Virtual worlds involving social and economic interactions are particularly useful to test social and economic theories. Using data from EVE Online, a massive online multi-player game simulating a fantasy galaxy, we analyse the relation between the real-world context in which players live and their in-game behaviour at the country level. We find that in-game aggressiveness to non-player characters is positively related to real-world levels of aggressiveness as measured by the Global Peace Index and the Global Terrorist Index at the country level. The opposite is true for in-game aggressiveness towards other players, which seems to work as a safety valve for real-world player aggressiveness. The ability to make in-game friends is also positively related to real-world levels of aggressiveness in much the same way. In-game trading behaviour is dependent on the macro-economic environment where players live. The unemployment rate and exchange rate make players trade more efficiently and cautiously in-game. Overall, we find evidence that the real-world environment affects in-game behaviour, suggesting that virtual worlds can be used to experiment and test social and economic theories, and to infer real-world behaviour at the country level.Entities:
Mesh:
Year: 2020 PMID: 33085667 PMCID: PMC7577455 DOI: 10.1371/journal.pone.0240196
Source DB: PubMed Journal: PLoS One ISSN: 1932-6203 Impact factor: 3.240
In-game activities representing the levels of social interaction, of aggressiveness, and of production activity of players.
| Variable | Category | Description |
|---|---|---|
| social interaction | Interacting players can mark the counter-party as friend, enemy or neutral. | |
| social interaction | This mark is visible whenever players meet. | |
| social interaction | ( | |
| aggressiveness | Attack another player. | |
| aggressiveness | Being attacked by another player. | |
| aggressiveness | Conflict against others: | |
| aggressiveness | Destroy ships controlled by the game, usually so-called pirates. | |
| production activity | Produce an item, using other items as input. | |
| production activity | Extract materials from asteroids. | |
| production activity | ||
| production activity | Recover materials from destroyed ships. |
Measures of in-game trade activity of individual players grouped according to country-of-origin.
| Variable | Definition | Description |
|---|---|---|
|
| Buy price in country | |
|
| Bid-ask spread in prices for country | |
|
| Volume per transaction of buying orders in country | |
|
| Bid-ask spread for the traded volume per transaction in country | |
|
| Bid-ask spread in the number of transactions in country |
stand respectively for price, volume, and number of transactions of buy orders for item i in country c. are the equivalent for sell orders.
Country profiles for selected countries.
| Country | Russia | Belarus | Ukraine | Canada | France | UK | Germany | Austria | Japan | Philippines |
|---|---|---|---|---|---|---|---|---|---|---|
| 0.177 | 0.357 | 0.325 | -0.024 | 0.133 | 0.209 | 0.204 | 0.198 | 0.008 | 0.323 | |
| 0.291 | 0.314 | 0.315 | 0.068 | 0.283 | 0.232 | 0.110 | 0.136 | -0.008 | 0.339 | |
| 0.384 | 0.444 | 0.439 | 0.355 | 0.389 | 0.413 | 0.360 | 0.384 | -0.297 | 0.012 | |
| 0.560 | 0.684 | 0.670 | 0.512 | 0.542 | 0.570 | 0.457 | 0.476 | -0.423 | 0.324 | |
| 0.849 | 1.207 | 1.556 | -0.230 | -0.095 | -0.169 | 0.055 | -0.068 | -0.079 | 0.030 | |
| 0.559 | 1.344 | 1.121 | 0.015 | 0.010 | 0.054 | 0.275 | -0.033 | 0.405 | -0.293 | |
| 0.610 | 0.856 | 0.702 | 0.335 | 0.408 | 0.322 | 0.617 | 0.590 | 0.356 | 0.200 | |
| 0.615 | 0.691 | 0.597 | 0.255 | 0.339 | 0.275 | 0.389 | 0.310 | 0.171 | 0.515 | |
| Cosine similarity | 0.950 | -0.982 | 0.792 | 0.823 | -0.132 | |||||
*Cosine similarity varies from −1 (low similarity) to + 1 (high similarity).
Fig 1In-game similarity between countries.
Cosine similarity between in-game socioeconomic profiles of countries with more than 100 players (+ 1 indicates high similarity and −1 low similarity). The profiles are represented as hyper-dimensional vectors and are obtained with the eight independent variables in Table 1, after averaging over all players for each country (See Materials and methods).
Statistics of in-game trade activities at the country level.
| count | mean | std | min | 25% | 50% | 75% | max | |
|---|---|---|---|---|---|---|---|---|
| 2113 | 0.159 | 0.331 | -0.823 | -0.005 | 0.099 | 0.235 | 2.946 | |
| 1614 | -0.088 | 0.183 | -0.991 | -0.158 | -0.079 | -0.006 | 0.895 | |
| 2113 | -0.052 | 0.426 | -1.000 | -0.283 | -0.126 | 0.065 | 2.981 | |
| 1614 | -0.067 | 0.229 | -1.000 | -0.155 | -0.041 | 0.029 | 1.000 | |
| 1614 | -0.025 | 0.209 | -0.967 | -0.132 | -0.027 | 0.056 | 0.976 |
Real-world aggressiveness regression results per country for year 2016.
| GTI I | GTI II | GTI III | GPI I | GPI II | GPI III | |
|---|---|---|---|---|---|---|
| -0.71 | -0.70 | -0.98 | -0.15 | -0.15 | -0.22 | |
| (0.28) | (0.28) | (0.29) | (0.05) | (0.05) | (0.06) | |
| 0.42 | 0.42 | 1.08 | 0.07 | 0.08 | 0.19 | |
| (0.33) | (0.34) | (0.41) | (0.06) | (0.06) | (0.07) | |
| -0.20 | 0.39 | 0.11 | 0.21 | |||
| (0.30) | (0.36) | (0.05) | (0.06) | |||
| -0.31 | -0.04 | |||||
| (0.56) | (0.10) | |||||
| -0.96 | -0.19 | |||||
| (0.43) | (0.08) | |||||
| Intercept | 2.94 | 2.95 | 3.32 | 1.97 | 1.97 | 2.02 |
| (0.29) | (0.29) | (0.64) | (0.05) | (0.05) | (0.11) | |
| No. observations | 71 | 71 | 71 | 88 | 88 | 88 |
| 0.11 | 0.12 | 0.21 | 0.11 | 0.15 | 0.23 | |
| Adjusted | 0.09 | 0.08 | 0.14 | 0.09 | 0.12 | 0.18 |
| Min Eigenval | 5.33e+01 | 5.31e+01 | 7.72e+00 | 7.01e+01 | 6.98e+01 | 1.00e+01 |
| Condition number | 1.22e+00 | 1.23e+00 | 5.04e+00 | 1.12e+00 | 1.13e+00 | 4.84e+00 |
| AIC | 3.32e+02 | 3.34e+02 | 3.30e+02 | 1.27e+02 | 1.25e+02 | 1.21e+02 |
Ordinary Least Squares (OLS) regressions. Standard errors in parentheses.
* p <.1,
** p <.05,
*** p <.01.
Real-world economic outcomes regression results per country for year 2016.
| CPI | REER | UNEMP | |
|---|---|---|---|
| 0.37 | -2.51 | -1.39 | |
| (3.74) | (1.03) | (0.47) | |
| 2.48 | 3.70 | -2.64 | |
| (5.37) | (1.51) | (0.68) | |
| -1.18 | -1.78 | -0.68 | |
| (2.46) | (0.66) | (0.32) | |
| -15.77 | 0.39 | -0.37 | |
| (4.18) | (1.16) | (0.53) | |
| 3.20 | 1.93 | 1.17 | |
| (4.56) | (1.23) | (0.58) | |
| Intercept | 108.90 | 102.27 | 8.17 |
| (2.09) | (0.56) | (0.26) | |
| No. observations | 1500 | 1499 | 1554 |
| 0.02 | 0.04 | 0.02 | |
| Adjusted | 0.02 | 0.03 | 0.02 |
| Min Eigenval | 4.34e+01 | 3.87e+01 | 4.38e+01 |
| Cond. number | 2.29e+02 | 2.43e+02 | 2.31e+02 |
Ordinary Least Squares (OLS) regressions. Standard errors in parentheses.
* p <.1,
** p <.05,
*** p <.01.