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The Life and Death of Online Gaming Communities:

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The Life and Death of Online Gaming Communities: A Look at Guilds in World of Worcraft ... Why do prosperous guilds in World of Warcraft (WoW), survive? ... – PowerPoint PPT presentation

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Title: The Life and Death of Online Gaming Communities:


1
The Life and Death of Online Gaming Communities
  • A Look at Guilds in World of Worcraft
  • By Nicolas Ducheneaut, Nicholas Yee, Eric
    Nickell, and Robert J. Moore
  • Presented by Noah Abrahamson

2
Authors
  • Nicolas Ducheneaut
  • Researcher at Palo Alto Research Center
  • Focus on Software and Technology that enhances
    social interactions
  • Currently working on his project entitled PlayOn
    The Social Dimensions of Multiplayer Online Games
  • Hobbies include Sailing and Restoring Boats with
    his wife

3
  • Nicholas Yee
  • Researcher at PARC
  • Research interests include social interaction
    and self-representation in virtual environments
  • Research background includes online games and
    Immersive Virtual Environments.
  • Outside interests include photography and logic
    puzzles.

4
  • Eric Nickell
  • Computer Scientest at PARC
  • Game Developer and Creates Research Software
    Prototypes
  • Has experienced immersive language and culture
    learning in Southeast Asia
  • Long term interests include algorithms and the
    'process that large groups of software developers
    create high-quality software while enjoying it'.

5
  • Robert J. Moore
  • Sociologist
  • Specializes in the micro-analysis of social
    interaction and practice in virtual worlds and in
    real life

6
The Problem
  • Why do prosperous guilds in World of Warcraft
    (WoW), survive?
  • Can we explain the survival and growth of Guilds
    using structural variables?

7
Methods
  • WoW was designed with an 'Open Interface'
  • Gives players the ability to develop custom
    applications to enhance gameplay.
  • Authors developed an application to collect
    player data

8
Data Collected
  • Character data including
  • Name
  • Level
  • Guilded and guild belonging to
  • World Location
  • Character race and class
  • Server character is on
  • Date information was collected

9
Data Analysis
  • Collected data was used to generate Guild
    Rosters, and create world snapshots to monitor
    guild survival rate.
  • Developed a Guild Structure
  • Organization and Survival
  • Organization and Player Advancement

10
Guild Structure
  • Size Players belonging to the guild
  • Density Level of social connectivity
  • Centrality A metric based on connections a
    member has / total possible connections within
    the guild
  • Max Subgraph Size Largest possible subgroup in
    the guild
  • Mass count The number of subgroups in the guild
    that are greater than 3 members
  • Level of players in guild
  • Average time spent together in the guild

11
Guild Structure cont.
Guild Structure
  • Average time spent on planned instance runs.
  • Class Balance in the guild

12
Properties of Surviving Guilds
  • Balanced guilds
  • Bigger guilds
  • More level diversity
  • Has small subgroups
  • Good member connectivity

13
Properties of Guilds With Positve Player
Advancement.
  • Smaller Guilds
  • Large Subgroups
  • Players are on at the same time
  • Has many small subgroups
  • Balanced classes
  • A large range of levels in the guild is favorable

14
Conclusions
  • Possible that the maximum size of a successful
    guild is around 35 members.
  • If Players had guild data available to them,
    guilds would have a better possibility to
    stabalize and survive.

15
Related Work
  • These authors wrote an earlier paper about basic
    player interaction in WoW
  • Studies have been done on persistant online
    communities i.e. Message Boards
  • Studies involving group interactions of people in
    social settings
  • Dunbar number Mean group size for humans is 150

16
Discussion
  • Importance
  • Credibility
  • Novelty
  • Applicability
  • Generalizability
  • Scalability
  • Assumptions
  • Redability
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