Emergence of Good Conduct, Scaling and Zipf Laws in Human Behavioral Sequences in an Online World
- Stefan Thurner,
- ,
- University of Vienna,
- University of Catania
Publikation:
Artikel i tidsskrift og konference artikel i tidsskrift
Tidsskriftartikel
Forskning
Peer-reviewResume
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
Publikation information
Produktionstype
Publikation:
Artikel i tidsskrift og konference artikel i tidsskrift
Tidsskriftartikel
Forskning
Peer-reviewOriginalsprog
EngelskSider fra-til (Antal sider)
Sider e29796Tidsskrift (Bind, Nummer)
PLOS ONE (Bind 7, Udgave 1)Publikationsmilepæle
- Udgivet - 2012
Publikationsstatus
Udgivet - 2012
ISSN
1932-6203Publication IDs
- Scopus: 84855764531
Metrikker
PlumX, åbner i en ny fane
Hentninger
81
Sociale medier
91
Antal citationer
44
