Emergence of Good Conduct, Scaling and Zipf Laws in Human Behavioral Sequences in an Online World
- Stefan Thurner,
- ,
- University of Vienna,
- University of Catania
Research Output:
Journal Article or Conference Article in Journal
Journal article
Peer-reviewPublication Information
Output type
Research Output:
Journal Article or Conference Article in Journal
Journal article
Peer-reviewOriginal language
EnglishPages from-to (Number of pages)
Pages e29796Journal (Volume, Issue Number)
PLOS ONE (Volume 7, Issue 1)Publication milestones
- Published - 2012
Publication status
Published - 2012
ISSN
1932-6203Publication IDs
- Scopus: 84855764531
Abstract
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
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