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网络游戏中的沟通、对手和战队表现:社会网络方法

Communication, opponents, and clan performance in online games: a social network approach.

机构信息

1 Department of Business Administration, Catholic University of Korea , Bucheon, Republic of Korea.

出版信息

Cyberpsychol Behav Soc Netw. 2013 Dec;16(12):878-83. doi: 10.1089/cyber.2011.0522. Epub 2013 Jun 7.

DOI:10.1089/cyber.2011.0522
PMID:23745617
原文链接:https://pmc.ncbi.nlm.nih.gov/articles/PMC3870575/
Abstract

Online gamers form clans voluntarily to play together and to discuss their real and virtual lives. Although these clans have diverse goals, they seek to increase their rank in the game community by winning more battles. Communications among clan members and battles with other clans may influence the performance of a clan. In this study, we compared the effects of communication structure inside a clan, and battle networks among clans, with the performance of the clans. We collected battle histories, posts, and comments on clan pages from a Korean online game, and measured social network indices for communication and battle networks. Communication structures in terms of density and group degree centralization index had no significant association with clan performance. However, the centrality of clans in the battle network was positively related to the performance of the clan. If a clan had many battle opponents, the performance of the clan improved.

摘要

网络游戏玩家自愿组成战队一起玩,并讨论他们的现实和虚拟生活。尽管这些战队有不同的目标,但他们都希望通过赢得更多的战斗来提高他们在游戏社区中的排名。战队成员之间的交流和与其他战队的战斗可能会影响战队的表现。在这项研究中,我们比较了战队内部的沟通结构和战队之间的战斗网络与战队表现之间的关系。我们从一款韩国网络游戏中收集了战斗历史、帖子和战队页面的评论,并测量了沟通和战斗网络的社交网络指标。沟通结构方面的密度和群体度中心性指数与战队表现没有显著关联。然而,战队在战斗网络中的中心性与战队表现呈正相关。如果一个战队有很多战斗对手,那么战队的表现就会提高。

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本文引用的文献

1
First-person shooter games as a way of connecting to people: "brothers in blood".第一人称射击游戏作为一种与他人建立联系的方式:“血脉兄弟”。
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2
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Cyberpsychol Behav. 2007 Feb;10(1):133-6. doi: 10.1089/cpb.2006.9981.
3
Lifestyles of virtual world residents: living in the on-line game "lineage".虚拟世界居民的生活方式:生活在网络游戏《天堂》中。
Cyberpsychol Behav. 2004 Oct;7(5):592-600. doi: 10.1089/cpb.2004.7.592.
4
Demographic factors and playing variables in online computer gaming.在线电脑游戏中的人口统计学因素及游戏变量
Cyberpsychol Behav. 2004 Aug;7(4):479-87. doi: 10.1089/cpb.2004.7.479.