111,211 research outputs found

    Analysis of Social Networks in a Virtual World

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    As three-dimensional virtual environments become both more prevalent and more fragmented, studying how users are connected via their avatars and how they benefit from the virtual world community has become a significant area of research. An in-depth analysis of virtual world Social networks is needed to evaluate how users interact in virtual worlds, to better understand the impact of avatar Social networks on the virtual worlds, and to improve future online Social networks. Our current efforts are focused on building and exploring the Social network aspects of virtual worlds. In this thesis, we build a Social network of avatars based on their interaction in the Second Life virtual world and compare it to other Social networking sites found on the web. Experimental results with data crawled from Second Life virtual worlds demonstrate that our approach was able to build a representative network of avatars in a virtual world from the sample data. The analysis comparison between virtual world Social networks and others in the flat web allows us to gauge measures that better explore the relationship between locations linked by multiple users and their avatars. Using this comparison, we can also determine if techniques of personalized search and content recommendation are feasible for virtual world environments

    Modeling Human Group Behavior In Virtual Worlds

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    Virtual worlds and massively-multiplayer online games are rich sources of information about large-scale teams and groups, offering the tantalizing possibility of harvesting data about group formation, social networks, and network evolution. They provide new outlets for human social interaction that differ from both face-to-face interactions and non-physically-embodied social networking tools such as Facebook and Twitter. We aim to study group dynamics in these virtual worlds by collecting and analyzing public conversational patterns of users grouped in close physical proximity. To do this, we created a set of tools for monitoring, partitioning, and analyzing unstructured conversations between changing groups of participants in Second Life, a massively multi-player online user-constructed environment that allows users to construct and inhabit their own 3D world. Although there are some cues in the dialog, determining social interactions from unstructured chat data alone is a difficult problem, since these environments lack many of the cues that facilitate natural language processing in other conversational settings and different types of social media. Public chat data often features players who speak simultaneously, use jargon and emoticons, and only erratically adhere to conversational norms. Humans are adept social animals capable of identifying friendship groups from a combination of linguistic cues and social network patterns. But what is more important, the content of what people say or their history of social interactions? Moreover, is it possible to identify whether iii people are part of a group with changing membership merely from general network properties, such as measures of centrality and latent communities? These are the questions that we aim to answer in this thesis. The contributions of this thesis include: 1) a link prediction algorithm for identifying friendship relationships from unstructured chat data 2) a method for identifying social groups based on the results of community detection and topic analysis. The output of these two algorithms (links and group membership) are useful for studying a variety of research questions about human behavior in virtual worlds. To demonstrate this we have performed a longitudinal analysis of human groups in different regions of the Second Life virtual world. We believe that studies performed with our tools in virtual worlds will be a useful stepping stone toward creating a rich computational model of human group dynamics

    INNOVATION IN VIRTUAL WORLDS: SOCIAL STRUCTURE AND DIFFUSION

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    This research-in-progress paper investigates the impact of social structures in virtual worlds (VWs) on the diffusion of innovations within them. Research has illustrated that innovation diffusion takes place within virtual worlds. VWs facilitate the emergence of purposeful communities which support the (often real-world) activities of their members including the development and adoption of innovations. Thus, VWs alter the social structures in which their users are embedded and the manner in which they communicate, both of which are thought to influence the diffusion of technical innovations amongst individuals. Though technical innovation is at the heart of Information Systems (IS) research, empirical research investigating innovation in the networked age is in its infancy. Thus, this paper presents a framework of propositions in relation to the impact of social structures on the diffusion of innovations within VWs and proposes the use of social network analysis to investigate these propositions

    Mining for meaning: The use of unstructured textual data in information systems research

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    The objectives of this research are to demonstrate how text was used in (1) developing a theory to examine collaborative interaction in virtual worlds, (2) creating a framework for improving the efficiency and effectiveness of dealing with large text datasets for social network analysis, and (3) approaching an understanding of the role of meaning individuals attribute to their mobile devices

    Where\u27s the Leader? Identifying Leadership Candidates Within Virtual Worlds

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    Player-founded organizations, or guilds, within massively multiplayer online games (MMOGs) are complex social entities with organizational forms that mirror real-world. These guilds require leaders who possess or can quickly develop a diverse array of skills. Examples of the skills required read like the introductory course of a business management degree - mediating conflict, planning, controlling, motivating. These skills are important - just as with real-world companies, failures on the part of leaders may explain the high degree of guild failures within virtual worlds. Interest into the transferability of leadership skills built in virtual worlds to real world situations has attracted both academic and practitioner interest. IBM, for example, has begun identifying IBM employees who lead in virtual worlds and exploring leadership characteristics and their applicability to management practice.While these initial efforts have been informative, the unit of analysis has invariably been a singular leader, or the guild leader. Within popular MMOGs (i.e., World of Warcraft or Everquest), the game mechanics allow the promotion of regular guild members to officer status. This begs the question, how may potential officers be identified? Drawing from the emergent leadership literature, we discuss a study-in-progress which attempts to identify potential leaders based upon a social network analysis (i.e., centrality measures) on a multi-year database which represents one guild\u27s activities within a MMOG. We propose that members who participate and contribute more to guild activities make more likely officer candidates

    Effectiveness of virtual space in the socialization process of teenagers (under martial law)

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    The aim of the research is to study the impact of virtual space on adolescent socialization during the war by analysing the mechanisms of value formation, attitude to war, national identity and other aspects of socialization. The research involved such methods as expert evaluation, questionnaire survey, sociometry, correlation and regression analysis, as well as factor analysis using the maximum likelihood method. The methods of mathematical statistics were used. It was found that 75% of students use social networks every day, and 25% — several times a week. Instagram is the most popular social network among students, which is used by 65% of respondents, followed by Facebook with 30%, and TikTok with 20%. In general, the results of the study showed that the use of virtual space can have both positive and negative consequences for adolescents. These effects may include increased socialization and life satisfaction, but may also include the risk of developing bad habits and involvement in crime. It is important to conduct further research to understand the mechanisms of influence of virtual worlds on adolescent behaviour and to develop strategies to minimize negative consequences. Future research may be aimed at analysing different types of virtual space and their impact on adolescent socialization

    The co-evolution of the “social” and the “technology": a netnographic study of Social movements in virtual worlds

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    Virtual worlds provide new forms of social interaction. They offer alternative spaces where social functions can be carried out in online three-dimensional virtual environments. One social phenomenon which has moved into the virtual world is the social movement, which are an important means of bringing out social, cultural and political changes through collective action. These social movements exist in an immersive technological ecosystem which is constantly evolving as designers release patches which change the way users “live” within these environments. Using a biography of artifacts approach, we explore not just the evolution of the technological artifact itself (the virtual world), but also its co-evolution with the social phenomena (a social movement). Using Netnography, a modified version of ethnography, and actornetwork theory, we explore a social movement in World of Warcraft, and observe how it evolves over time as changes to the virtual world are implemented

    +SPACES: Serious Games for Role-Playing Government Policies

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    The paper explores how role-play simulations can be used to support policy discussion and refinement in virtual worlds. Although the work described is set primarily within the context of policy formulation for government, the lessons learnt are applicable to online learning and collaboration within virtual environments. The paper describes how the +Spaces project is using both 2D and 3D virtual spaces to engage with citizens to explore issues relevant to new government policies. It also focuses on the most challenging part of the project, which is to provide environments that can simulate some of the complexities of real life. Some examples of different approaches to simulation in virtual spaces are provided and the issues associated with them are further examined. We conclude that the use of role-play simulations seem to offer the most benefits in terms of providing a generalizable framework for citizens to engage with real issues arising from future policy decisions. Role-plays have also been shown to be a useful tool for engaging learners in the complexities of real-world issues, often generating insights which would not be possible using more conventional techniques

    Virtual Geodemographics: Repositioning Area Classification for Online and Offline Spaces

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    Computer mediated communication and the Internet has fundamentally changed how consumers and producers connect and interact across both real space, and has also opened up new opportunities in virtual spaces. This paper describes how technologies capable of locating and sorting networked communities of geographically disparate individuals within virtual communities present a sea change in the conception, representation and analysis of socioeconomic distributions through geodemographic analysis. We argue that through virtual communities, social networks between individuals may subsume the role of neighbourhood areas as the most appropriate units of analysis, and as such, geodemographics needs to be repositioned in order to accommodate social similarities in virtual, as well as geographical, space. We end the paper by proposing a new model for geodemographics which spans both real and virtual geographies
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