Skip to main content
Log in

Interaction networks and patterns of guild community in massively multiplayer online games

  • Original Article
  • Published:
Social Network Analysis and Mining Aims and scope Submit manuscript

Abstract

In this study, we adopted the social network analysis (SNA) approach and applied it to massively multiplayer online games studies. Virtual participant observation was carried out through which we identified seven types of interaction (grouped into task and social orientated interaction categories) using thematic analysis and recorded “who-talk-to-whom” relationships for each of these seven interaction types. The first part of the study was conducted to explore descriptively the patterns of user interaction. It was followed by a detailed study to look into these issues using SNA statistical techniques known as P* modeling. We found that task interactions were more unequal and expansive while social interactions were more densely knitted, resulting in horizontal and cohesive group formation. The studies also demonstrated the benefits of combining SNA and qualitative methods.

This is a preview of subscription content, log in via an institution to check access.

Access this article

Price excludes VAT (USA)
Tax calculation will be finalised during checkout.

Instant access to the full article PDF.

Institutional subscriptions

Similar content being viewed by others

References

  • Adnan M, Nagi M, Kianmehr K, Tahboub R, Ridley M et al (2011) Promoting where, when and what? An analysis of web logs by integrating data mining and social network techniques to guide ecommerce business promotions. Soc Netw Anal Min 1

  • Ang CS, Zaphris P, Mahmood S (2007) A model of cognitive loads in massively multiplayer online role playing games. Interact Comput 19(2):167–179

    Article  Google Scholar 

  • Bhattarcharyya P, Garh A, Wu F (2011) Analysis of user keyword similarity in online social networks. Soc Netw Anal Min 1

  • Blizzard Entertainment (2004) World of Warcraft. http://www.worldofwarcraft.com/. Last retrieved 4 September 2008

  • Borgatti SP, Everett MG, Freeman LC (2002) UCINET for windows: software for social network analysis

  • Chang Y-J, Chang Y-S, Hsu S-Y, Chen C-H (2007) Social network analysis to blog-based online community. In: Paper presented at the International Conference on Convergence Information Technology, Gyeongju-si, Gyeongbuk, Korea

  • Cohen J (1960) A coefficient of agreement for nominal scales. Educ Psychol Meas 20:37–46

    Article  Google Scholar 

  • Cross R, Borgatti SP, Parker A (2002) Making invisible work visible: using social network analysis to support strategic collaboration. Calif Manag Rev 44(2):25–46

    Google Scholar 

  • Dekker D, Krackhardt D, Snijders T (2003) Multicollinearity robust QAP for multiple-regression. http://www.casos.cs.cmu.edu/publications/papers/dekker_2003_multicollinearity.pdf. Last retrieved 5 Sept 2008

  • Ducheneaut N, Moore RJ, Nickell E (2004) Designing for sociability in massively multiplayer games: an examination of the “third places” of SWG. In: Other players conference

  • Ducheneaut N, Yee N, Nickell E, Moore RJ (2006) Games and performances: “alone together?” Exploring the social dynamics of massively multiplayer online games. In: Paper presented at the SIGCHI conference on human factors in computing systems CHI ’06, Canada

  • Ducheneaut N, Yee N, Nickell E, Moore RJ (2007) The life and death of online gaming communities: a look at guilds in World of Warcraft. In: Conference proceedings on human factors in computing systems (CHI 2007), pp 839–848

  • Fazeen M, Dantu R, Guturu P (2011) Identification of leaders, lurkers, associates and spammers in a social network: context-dependent and context-independent approaches. Soc Netw Anal Min 1

  • Fleiss JL (1981) Statistical methods for rates and proportions, 2nd edn. Wiley, New York

    MATH  Google Scholar 

  • Freeman SC (1979) Centrality in networks: I conceptual clarification. Soc Netw 1:215–239

    Article  Google Scholar 

  • Igarashi T, Robins G, Pattison P (2006) Longitudinal changes in friendship networks: approach from exponential random graph models. In: Paper presented at the NetSci2006, Bloomington, IN, USA

  • Kelly RV (2004) Massively multiplayer online role-playing games: the people, the addiction and the playing experience. McFarland & Company, USA

  • Koehly L, Wasserman S (1996) Classification of actors in a social network based on stochastic centrality and prestige. J Quant Anthropol 6:75–99

    Google Scholar 

  • Koku EF, Wellman B (2002) Scholarly networks as learning communities: the case of Technet. In: Barab S, Kling R (eds) Designing virtual communities in the service of learning. Cambridge University Press, Cambridge

  • Kolo C, Baur T (2004) Living a virtual life: social dynamics of online gaming. Int J Comput Game Res 4(1)

  • Krippendorff K (1980) Content analysis: an introduction to its methodology. Sage Publications, Newbury Park

    Google Scholar 

  • Laghos A, Zaphiris P (2005) Frameworks for analyzing computer-mediated-communication in e-learning. In: Paper presented at the 11th international conference on human–computer interaction (HCI-International), Las Vegas, USA

  • Lee BA, Campbell KE (1999) Neighbor networks of black and white Americans. In: Wellman B (ed) Networks in the global village. Westview Press, Boulder

  • McDonald B, Stuckey B, Noakes N, Nyrop S (2005) Breaking down learner isolation: how social network analysis informs design and facilitation for online learning. In: Paper presented at the AERA, Montreal

  • Negoescu R (2007) An analysis of the social network of Flickr. http://lanoswww.epfl.ch/studinfo/courses/Dynamical_Networks/Miniprojects_07/Radu_Negoescu/REP_DynamicalNetworkFlickr%5B1%5D.pdf. Last retrieved 5 Sept 2008

  • Nooy WD, Mrvar A, Batagelj V (2005) Exploratory social network analysis with pajek. Cambridge University Press, Cambridge

  • Robins G, Snijders T, Wang P, Handcock M, Pattison P (2007) Recent developments in exponential random graph (p*) models for social networks. Soc Netw 29:192–215

    Article  Google Scholar 

  • Rodrigues L, Mustaro P (2007) Social network analysis of virtual communities in online games. In: IADIS international conference e-society 2007

  • Rovai A (2002) Building sense of community at a distance. Int Rev Res Open Distance Learn 3(1)

  • Shi L, Huang W (2004) Apply social network analysis and data mining to dynamic task synthesis for persistent MMORPG virtual world. In: Entertainment computing—ICEC 2004, vol 3166/2004, pp 151–166

  • Snijders TAB, Pattison P, Robins GL, Handock M (2005) New specifications for exponential random graph models. Sociol Methodol 36(1):99–153

    Article  Google Scholar 

  • Squire K (2002) Cultural framing of computer/video games. Int J Comput Game Res 2(1)

  • Steglich C, Snijders TAB, West P (2006) Applying siena an illustrative analysis of the coevolution of adolescents’ friendship networks, taste in music, and alcohol consumption. Methodology 2(1):48–56

    Google Scholar 

  • Steinkuehler CA (2004) A discourse analysis of MMOG talk. In: Paper presented at the proceedings of the other players conference, IT University of Copenhagen, Copenhagen

  • Stokman F, Duijin MV, Snijders T (2004) Stocnet: an open software system for the advanced statistical analysis of social networks

  • Szella M, Thurnera S (2010) Measuring social dynamics in a massive multiplayer online game. Soc Netw 32:313–329

    Article  Google Scholar 

  • Wasserman S, Faust K (1994) Social network analysis: methods and applications. Cambridge University Press, Cambridge

  • White HC, Boorman SA, Breiger RL (1976) Social structure from multiple networks I: blockmodels of roles and positions. Am J Sociol 81:730–780

    Article  Google Scholar 

  • White HD, Wellman B, Nazer N (2004) Does citation reflect social structure? Longitudinal evidence from the “Globenet” interdisciplinary research group. J Am Soc Inform Sci Technol 55(2):111–126

    Article  Google Scholar 

  • Williams D, Ducheneaut N, Xiong L, Zhang Y, Yee N, Nickell E (2006) From tree house to barracks: the social life of guilds in World of Warcraft. Games Culture 1(4):338–361

    Article  Google Scholar 

  • Yee N (2005) The psychology of MMOGs: emotional investment, motivations, relationship formation, and problematic usage. In: Schroeder R, Axelsson A (eds) Avatars at work and play: collaboration and interaction in shared virtual environments. Springer, London

  • Zaphiris P, Sarwar R (2006) Trends, similarities and differences in the usage of teen and senior public online newsgroups. Trans Comput Hum Interact 13(3):403–422

    Article  Google Scholar 

Download references

Author information

Authors and Affiliations

Authors

Corresponding author

Correspondence to Chee Siang Ang.

Rights and permissions

Reprints and permissions

About this article

Cite this article

Ang, C.S. Interaction networks and patterns of guild community in massively multiplayer online games. Soc. Netw. Anal. Min. 1, 341–353 (2011). https://doi.org/10.1007/s13278-011-0025-9

Download citation

  • Received:

  • Revised:

  • Accepted:

  • Published:

  • Issue Date:

  • DOI: https://doi.org/10.1007/s13278-011-0025-9

Keywords

Navigation