4 research outputs found

    Opinion Formation in Laggard Societies

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    We introduce a statistical physics model for opinion dynamics on random networks where agents adopt the opinion held by the majority of their direct neighbors only if the fraction of these neighbors exceeds a certain threshold, p_u. We find a transition from total final consensus to a mixed phase where opinions coexist amongst the agents. The relevant parameters are the relative sizes in the initial opinion distribution within the population and the connectivity of the underlying network. As the order parameter we define the asymptotic state of opinions. In the phase diagram we find regions of total consensus and a mixed phase. As the 'laggard parameter' p_u increases the regions of consensus shrink. In addition we introduce rewiring of the underlying network during the opinion formation process and discuss the resulting consequences in the phase diagram.Comment: 5 pages, eps fig

    Lack of consensus in social systems

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    We propose an exactly solvable model for the dynamics of voters in a two-party system. The opinion formation process is modeled on a random network of agents. The dynamical nature of interpersonal relations is also reflected in the model, as the connections in the network evolve with the dynamics of the voters. In the infinite time limit, an exact solution predicts the emergence of consensus, for arbitrary initial conditions. However, before consensus is reached, two different metastable states can persist for exponentially long times. One state reflects a perfect balancing of opinions, the other reflects a completely static situation. An estimate of the associated lifetimes suggests that lack of consensus is typical for large systems.Comment: 4 pages, 6 figures, submitted to Phys. Rev. Let

    Physical Forces between Humans and How Humans Attract and Repel Each Other Based on Their Social Interactions in an Online World.

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    Physical interactions between particles are the result of the exchange of gauge bosons. Human interactions are mediated by the exchange of messages, goods, money, promises, hostilities, etc. While in the physical world interactions and their associated forces have immediate dynamical consequences (Newton's laws) the situation is not clear for human interactions. Here we quantify the relative acceleration between humans who interact through the exchange of messages, goods and hostilities in a massive multiplayer online game. For this game we have complete information about all interactions (exchange events) between about 430,000 players, and about their trajectories (movements) in the metric space of the game universe at any point in time. We use this information to derive "interaction potentials" for communication, trade and attacks and show that they are harmonic in nature. Individuals who exchange messages and trade goods generally attract each other and start to separate immediately after exchange events end. The form of the interaction potential for attacks mirrors the usual "hit-and-run" tactics of aggressive players. By measuring interaction intensities as a function of distance, velocity and acceleration, we show that "forces" between players are directly related to the number of exchange events. We find an approximate power-law decay of the likelihood for interactions as a function of distance, which is in accordance with previous real world empirical work. We show that the obtained potentials can be understood with a simple model assuming an exchange-driven force in combination with a distance-dependent exchange rate
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