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Emergence of Good Conduct, Scaling and Zipf Laws in Human Behavioral Sequences in an Online World

  • University of Vienna
    ,
  • University of Catania
Publikation:
Artikel i tidsskrift og konference artikel i tidsskrift
Tidsskriftartikel
Peer-review

Resume

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
Peer-review

Originalsprog

Engelsk

Sider fra-til (Antal sider)

Sider e29796

Tidsskrift (Bind, Nummer)

PLOS ONE (Bind 7, Udgave 1)

Publikationsmilepæle

  • Udgivet - 2012

Publikationsstatus

Udgivet - 2012

ISSN

1932-6203

Publication IDs

  • Scopus: 84855764531

Metrikker

PlumX, åbner i en ny fane

Hentninger
81
Sociale medier
91
Antal citationer
44