Guild play in MMOGs

Rethinking common group dynamics models

Muhammad Aurangzeb Ahmad, Zoheb Borbora, Cuihua Shen, Jaideep Srivastava, Dmitri Williams

Research output: Chapter in Book/Report/Conference proceedingConference contribution

5 Citations (Scopus)

Abstract

Humans form groups and congregate into groups for a variety of reasons and in a variety of contexts e.g., corporations in offline space and guilds in Massively Multiplayer Online Games (MMOGs). In recent years a number of models of group formation have been proposed. One such model is Johnson et al's [10] model of group evolution. The model is motivated by commonalities observed in evolution of street gangs in Los Angeles and guilds in an MMOG (World of Warcraft). In this paper we first apply their model to guilds in another MMOG (EQ2)1 and found results inconsistent from the model's predictions, additionally we found support for the role of homophily in guild formation, which was ruled out in previous results, Alternatively, we explore alternative models for guild formation and evolution in MMOGs by modifying earlier models to account for the existence of previous relationships between people.

Original languageEnglish
Title of host publicationLecture Notes in Computer Science (including subseries Lecture Notes in Artificial Intelligence and Lecture Notes in Bioinformatics)
Pages145-152
Number of pages8
Volume6984 LNCS
DOIs
Publication statusPublished - 2011
Externally publishedYes
Event3rd International Conference on Social Informatics, SocInfo 2011 - Singapore
Duration: 6 Oct 20118 Oct 2011

Publication series

NameLecture Notes in Computer Science (including subseries Lecture Notes in Artificial Intelligence and Lecture Notes in Bioinformatics)
Volume6984 LNCS
ISSN (Print)03029743
ISSN (Electronic)16113349

Other

Other3rd International Conference on Social Informatics, SocInfo 2011
CitySingapore
Period6/10/118/10/11

Fingerprint

Dynamic models
Dynamic Model
Game
Model
Inconsistent
Prediction Model
Alternatives
Industry

Keywords

  • Groups
  • Guilds
  • MMOGs
  • Models of group evolution

ASJC Scopus subject areas

  • Computer Science(all)
  • Theoretical Computer Science

Cite this

Ahmad, M. A., Borbora, Z., Shen, C., Srivastava, J., & Williams, D. (2011). Guild play in MMOGs: Rethinking common group dynamics models. In Lecture Notes in Computer Science (including subseries Lecture Notes in Artificial Intelligence and Lecture Notes in Bioinformatics) (Vol. 6984 LNCS, pp. 145-152). (Lecture Notes in Computer Science (including subseries Lecture Notes in Artificial Intelligence and Lecture Notes in Bioinformatics); Vol. 6984 LNCS). https://doi.org/10.1007/978-3-642-24704-0_19

Guild play in MMOGs : Rethinking common group dynamics models. / Ahmad, Muhammad Aurangzeb; Borbora, Zoheb; Shen, Cuihua; Srivastava, Jaideep; Williams, Dmitri.

Lecture Notes in Computer Science (including subseries Lecture Notes in Artificial Intelligence and Lecture Notes in Bioinformatics). Vol. 6984 LNCS 2011. p. 145-152 (Lecture Notes in Computer Science (including subseries Lecture Notes in Artificial Intelligence and Lecture Notes in Bioinformatics); Vol. 6984 LNCS).

Research output: Chapter in Book/Report/Conference proceedingConference contribution

Ahmad, MA, Borbora, Z, Shen, C, Srivastava, J & Williams, D 2011, Guild play in MMOGs: Rethinking common group dynamics models. in Lecture Notes in Computer Science (including subseries Lecture Notes in Artificial Intelligence and Lecture Notes in Bioinformatics). vol. 6984 LNCS, Lecture Notes in Computer Science (including subseries Lecture Notes in Artificial Intelligence and Lecture Notes in Bioinformatics), vol. 6984 LNCS, pp. 145-152, 3rd International Conference on Social Informatics, SocInfo 2011, Singapore, 6/10/11. https://doi.org/10.1007/978-3-642-24704-0_19
Ahmad MA, Borbora Z, Shen C, Srivastava J, Williams D. Guild play in MMOGs: Rethinking common group dynamics models. In Lecture Notes in Computer Science (including subseries Lecture Notes in Artificial Intelligence and Lecture Notes in Bioinformatics). Vol. 6984 LNCS. 2011. p. 145-152. (Lecture Notes in Computer Science (including subseries Lecture Notes in Artificial Intelligence and Lecture Notes in Bioinformatics)). https://doi.org/10.1007/978-3-642-24704-0_19
Ahmad, Muhammad Aurangzeb ; Borbora, Zoheb ; Shen, Cuihua ; Srivastava, Jaideep ; Williams, Dmitri. / Guild play in MMOGs : Rethinking common group dynamics models. Lecture Notes in Computer Science (including subseries Lecture Notes in Artificial Intelligence and Lecture Notes in Bioinformatics). Vol. 6984 LNCS 2011. pp. 145-152 (Lecture Notes in Computer Science (including subseries Lecture Notes in Artificial Intelligence and Lecture Notes in Bioinformatics)).
@inproceedings{bbca1f47cbbd41d78de3be4807df4529,
title = "Guild play in MMOGs: Rethinking common group dynamics models",
abstract = "Humans form groups and congregate into groups for a variety of reasons and in a variety of contexts e.g., corporations in offline space and guilds in Massively Multiplayer Online Games (MMOGs). In recent years a number of models of group formation have been proposed. One such model is Johnson et al's [10] model of group evolution. The model is motivated by commonalities observed in evolution of street gangs in Los Angeles and guilds in an MMOG (World of Warcraft). In this paper we first apply their model to guilds in another MMOG (EQ2)1 and found results inconsistent from the model's predictions, additionally we found support for the role of homophily in guild formation, which was ruled out in previous results, Alternatively, we explore alternative models for guild formation and evolution in MMOGs by modifying earlier models to account for the existence of previous relationships between people.",
keywords = "Groups, Guilds, MMOGs, Models of group evolution",
author = "Ahmad, {Muhammad Aurangzeb} and Zoheb Borbora and Cuihua Shen and Jaideep Srivastava and Dmitri Williams",
year = "2011",
doi = "10.1007/978-3-642-24704-0_19",
language = "English",
isbn = "9783642247033",
volume = "6984 LNCS",
series = "Lecture Notes in Computer Science (including subseries Lecture Notes in Artificial Intelligence and Lecture Notes in Bioinformatics)",
pages = "145--152",
booktitle = "Lecture Notes in Computer Science (including subseries Lecture Notes in Artificial Intelligence and Lecture Notes in Bioinformatics)",

}

TY - GEN

T1 - Guild play in MMOGs

T2 - Rethinking common group dynamics models

AU - Ahmad, Muhammad Aurangzeb

AU - Borbora, Zoheb

AU - Shen, Cuihua

AU - Srivastava, Jaideep

AU - Williams, Dmitri

PY - 2011

Y1 - 2011

N2 - Humans form groups and congregate into groups for a variety of reasons and in a variety of contexts e.g., corporations in offline space and guilds in Massively Multiplayer Online Games (MMOGs). In recent years a number of models of group formation have been proposed. One such model is Johnson et al's [10] model of group evolution. The model is motivated by commonalities observed in evolution of street gangs in Los Angeles and guilds in an MMOG (World of Warcraft). In this paper we first apply their model to guilds in another MMOG (EQ2)1 and found results inconsistent from the model's predictions, additionally we found support for the role of homophily in guild formation, which was ruled out in previous results, Alternatively, we explore alternative models for guild formation and evolution in MMOGs by modifying earlier models to account for the existence of previous relationships between people.

AB - Humans form groups and congregate into groups for a variety of reasons and in a variety of contexts e.g., corporations in offline space and guilds in Massively Multiplayer Online Games (MMOGs). In recent years a number of models of group formation have been proposed. One such model is Johnson et al's [10] model of group evolution. The model is motivated by commonalities observed in evolution of street gangs in Los Angeles and guilds in an MMOG (World of Warcraft). In this paper we first apply their model to guilds in another MMOG (EQ2)1 and found results inconsistent from the model's predictions, additionally we found support for the role of homophily in guild formation, which was ruled out in previous results, Alternatively, we explore alternative models for guild formation and evolution in MMOGs by modifying earlier models to account for the existence of previous relationships between people.

KW - Groups

KW - Guilds

KW - MMOGs

KW - Models of group evolution

UR - http://www.scopus.com/inward/record.url?scp=80054053940&partnerID=8YFLogxK

UR - http://www.scopus.com/inward/citedby.url?scp=80054053940&partnerID=8YFLogxK

U2 - 10.1007/978-3-642-24704-0_19

DO - 10.1007/978-3-642-24704-0_19

M3 - Conference contribution

SN - 9783642247033

VL - 6984 LNCS

T3 - Lecture Notes in Computer Science (including subseries Lecture Notes in Artificial Intelligence and Lecture Notes in Bioinformatics)

SP - 145

EP - 152

BT - Lecture Notes in Computer Science (including subseries Lecture Notes in Artificial Intelligence and Lecture Notes in Bioinformatics)

ER -