13 research outputs found

    Les jeux vidéo en ligne, un miroir de la personnalité des internautes ?

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    Dans cet article, nous explorons la possibilité de détecter la personnalité des utilisateurs de jeux vidéo à partir de leur comportement dans le monde virtuel. Un questionnaire administre à 1 040 joueurs de World of Warcraft permet d'établir leur profil sociodémographique ainsi que leur personnalité grâce au modèle à cinq facteurs. Nous utilisons ensuite des logiciels de collecte de données automatisées pour suivre les comportements virtuels de ces mêmes joueurs pendant quatre mois, en mesurant quotidiennement 3 500 variables comportementales pour chacun de leurs personnages. Sur la base de cet échantillon, nous montrons que, malgré le sentiment populaire selon lesquels les jeux sont un échappatoire permettant de créer une nouvelle identité fantastique, la personnalité des joueurs persiste lorsqu'ils enfilent leur corps virtuel : les jeux vidéo en ligne sont en fait un miroir de la personnalité de leurs utilisateurs.In this article, we explore the possibility of inferring the personality of videogame players using traces of their online behavior. Survey data from 1,040 World of Warcraft players containing demographic and personality variables was paired with 3,500 behavioral metrics collected daily in the game world over a four-month period. Despite the popular belief that online games allow many forms of « identity play », our data shows that a gamer's offline personality remains surprisingly stable when they step into the virtual world. It therefore seems that online videogames can be a surprisingly reliable mirror of their users' personalities

    E-Mail Management: A Techno-Managerial Research Perspective

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    A panel session on e-mail management was organized at ICIS 2005 in Las Vegas, Nev. The panelists provided perspectives from industry as well as academia and discussed various problems in e-mail management, research methodologies to address these problems, various research opportunities, and an integrative framework for research on e-mail management. This paper succinctly summarizes the presentations made by the panelists during the session and issues raised by the audience. A rich bibliography and Web links are provided at the end for researchers interested in this area of research

    A Methodological Framework for Socio-Cognitive Analyses of Collaborative Design of Open Source Software

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    Open Source Software (OSS) development challenges traditional software engineering practices. In particular, OSS projects are managed by a large number of volunteers, working freely on the tasks they choose to undertake. OSS projects also rarely rely on explicit system-level design, or on project plans or schedules. Moreover, OSS developers work in arbitrary locations and collaborate almost exclusively over the Internet, using simple tools such as email and software code tracking databases (e.g. CVS). All the characteristics above make OSS development akin to weaving a tapestry of heterogeneous components. The OSS design process relies on various types of actors: people with prescribed roles, but also elements coming from a variety of information spaces (such as email and software code). The objective of our research is to understand the specific hybrid weaving accomplished by the actors of this distributed, collective design process. This, in turn, challenges traditional methodologies used to understand distributed software engineering: OSS development is simply too "fibrous" to lend itself well to analysis under a single methodological lens. In this paper, we describe the methodological framework we articulated to analyze collaborative design in the Open Source world. Our framework focuses on the links between the heterogeneous components of a project's hybrid network. We combine ethnography, text mining, and socio-technical network analysis and visualization to understand OSS development in its totality. This way, we are able to simultaneously consider the social, technical, and cognitive aspects of OSS development. We describe our methodology in detail, and discuss its implications for future research on distributed collective practices

    Human group formation in online guilds and offline gangs driven by common team dynamic

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    Quantifying human group dynamics represents a unique challenge. Unlike animals and other biological systems, humans form groups in both real (offline) and virtual (online) spaces -- from potentially dangerous street gangs populated mostly by disaffected male youths, through to the massive global guilds in online role-playing games for which membership currently exceeds tens of millions of people from all possible backgrounds, age-groups and genders. We have compiled and analyzed data for these two seemingly unrelated offline and online human activities, and have uncovered an unexpected quantitative link between them. Although their overall dynamics differ visibly, we find that a common team-based model can accurately reproduce the quantitative features of each simply by adjusting the average tolerance level and attribute range for each population. By contrast, we find no evidence to support a version of the model based on like-seeking-like (i.e. kinship or `homophily')

    The Life and Death of Online Gaming Communities: A Look at Guilds in World of Warcraft

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    Massively multiplayer online games (MMOGs) can be fascinating laboratories to observe group dynamics online. In particular, players must form persistent associations or “guilds ” to coordinate their actions and accomplish the games ’ toughest objectives. Managing a guild, however, is notoriously difficult and many do not survive very long. In this paper, we examine some of the factors that could explain the success or failure of a game guild based on more than a year of data collected from five World of Warcraft servers. Our focus is on structural properties of these groups, as represented by their social networks and other variables. We use this data to discuss what games can teach us about group dynamics online and, in particular, what tools and techniques could be used to better support gaming communities

    Alone Together?” Exploring the social dynamics of massively multiplayer online games

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    Massively Multiplayer Online Games (MMOGs) routinely attract millions of players but little empirical data is available to assess their players ’ social experiences. In this paper, we use longitudinal data collected directly from the game to examine play and grouping patterns in one of the largest MMOGs: World of Warcraft. Our observations show that the prevalence and extent of social activities in MMOGs might have been previously over-estimated, and that gaming communities face important challenges affecting their cohesion and eventual longevity. We discuss the implications of our findings for the design of future games and other online social spaces

    If You Build It They Might Stay: Retention Mechanisms in World of Warcraft

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    We analyze mechanisms of player retention and commitment in massively multiplayer online games. Our ground assumptions on player retention are based on a marketing model of customer retention and commitment. To measure the influence of gameplay, in-game sociality, and real-life status on player commitment, we use the following metrics: weekly play time, stop rate and number of years respondents have been playing the game. The cross-cultural sample is composed of 2865 World of Warcraft players from North-America, Europe, Taiwan, and Hong-Kong who completed an online questionnaire. We differentiate players in terms of demographic categories including age, region, gender and marital status. Categories and Subject Descriptor
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