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Social Interactions in Virtual Worlds
An Interdisciplinary Perspective

$80.00 USD

John Murray, Thomas Chesney, Robert Hoffmann, Iftekhar Ahmed, Andrew Pilny, Marshall Scott Poole, Fanny Anne Ramirez, Elizabeth Craig, Nicholas Taylor, Sarah Evans, John C. Sherblom, Lesley A. Withers, Lynnette G. Leonard, Jeffrey S. Smith, Maude Bonenfant, Laura Iseut Lafrance St-Martin, Félix Prégent, Lucile Crémier, Nick Taylor, Suzanne de Castell, Jennifer Jenson, Ryan J. Hurley, Rolf T. Wigand, Swee Hoon Chuah, Wendy Hui, Jeremy Larner, William Sims Bainbridge, Amanda Paz Alencar, Teresa de la Hera Conde-Pumpido, Fernando Kuipers, Marcus Märtens, Ernst van der Hoeven, Alexandru Iosup, Rafet Sifa, Anders Drachen, Christian Bauckhage, Alireza Hajibagheri, Gita Sukthankar, Kiran Lakkaraju, Hamidreza Alvari, Nitin Agarwal
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  • Date Published: June 2018
  • availability: This ISBN is for an eBook version which is distributed on our behalf by a third party.
  • format: Adobe eBook Reader
  • isbn: 9781108611275

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  • Within the rapidly-growing arena of 'virtual worlds', such as Massively Multiplayer Online Games (MMOs), individuals behave in particular ways, influence one another, and develop complex relationships. This setting can be a useful tool for modeling complex social systems, cognitive factors, and interactions between groups and within organizations. To study these worlds effectively requires a cross-disciplinary approach that integrates social science theories with big data analytics. This broad-based book offers a comprehensive and holistic perspective on the field. It brings together research findings from an international team of experts in computer science (artificial intelligence, game design, and social computing), psychology, and the social sciences to help researchers and practitioners better understand the fundamental processes underpinning social behavior in virtual worlds such as World of Warcraft, Rift, Eve Online, and Travian.

    • Integrates research by an international team of experts from computer science, psychology, and social sciences
    • Discusses several key virtual worlds such as World of Warcraft, Rift, and Eve Online
    • Combines chapters that focus on data analysis with chapters that focus on underlying social theories
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    Reviews & endorsements

    'While social platforms like Facebook, WhatsApp, LinkedIn and Twitter have a much broader reach, the uniqueness of massively multiplayer online games (MMOGs) and virtual worlds is that the participation in them is deep. Driven by various motivations, including achievement, socialization and immersion, participants can spend multiple hours a day on such platforms - deriving experiential benefits that are far beyond superficial, and often satisfying at a far deeper level. From a social science perspective, this provides a unique opportunity to extend and refine social science theories in a far more nuanced manner than before, and use them to build models for various applications. The key to this has been the availability of fine grained data about behavior, the 'big data of social science', as well as the development of a new social science research methodology which is based on computer science techniques like machine learning and social network analysis. We are witnessing the start of a new era in social science research, and this book is a timely collection of some of the best work in this rapidly expanding area of inquiry.' Jaideep Srivastava, University of Minnesota

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    Product details

    • Date Published: June 2018
    • format: Adobe eBook Reader
    • isbn: 9781108611275
    • availability: This ISBN is for an eBook version which is distributed on our behalf by a third party.
  • Table of Contents

    Part I. Individual Behaviors and Dyadic Relationships:
    1. VERUS John Murray, Thomas Chesney and Robert Hoffmann
    2. Understanding aggressive and non-aggressive individual behaviors in MMOGs Iftekhar Ahmed, Andrew Pilny and Marshall Scott Poole
    3. From good associates to true friends Fanny Anne Ramirez
    4. Couples who slay together, stay together Elizabeth Craig, Nicholas Taylor and Sarah Evans
    Part II. Groups:
    5. Virtual team communication norms John C. Sherblom, Lesley A. Withers, Lynette G. Leonard and Jeffrey S. Smith
    6. Toxic allies and caring friends Maude Bonenfant, Laura Iseut Lafrance St-Martin, Félix Prégent and Lucile Crémier
    7. Management (im)material Nick Taylor, Suzanne de Castell, Jennifer Jenson and Ryan Hurley
    8. Virtual organization and online games Rolf T. Wigand
    9. Virtual economic experiments Thomas Chesney, Swee Hoon Chuah, Robert Hoffmann, Wendy Hui and Jeremy Larner
    Part III. Understanding Culture with Games:
    10. A simulated utopia William Sims Bainbridge
    11. Gaming in multicultural classrooms Amanda Paz Alencar and Teresa de la Hera Conde-Pumpido
    Part IV. Techniques for Analyzing Game Data:
    12. The power of social features in online gaming Fernando Kuipers, Marcus Martens, Ernst van der Hoeven and Alexandru Iosup
    13. Profiling in games Rafet Sifa, Anders Drachen and Christian Bauckhage
    14. Using massively multiplayer online game data to analyze the dynamics of social interactions Alireza Hajibagheri, Gita Sukthankar, Kiran Lakkaraju, Hamidreza Alvari, Rolf T. Wigand and Nitin Agarwal.

  • Editors

    Kiran Lakkaraju, Sandia National Laboratories, New Mexico
    Kiran Lakkaraju is a Senior Member of the Technical Staff in the Sandia National Laboratories Cognitive Science and Applications group, New Mexico. His primary research interests lie in computational models of behavior change in society and exploring links between social and cognitive structures in problems of information dissemination and attitude change. His current work revolves around developing online social experiments through the Controlled, large online social experimentation platform.

    Gita Sukthankar, University of Central Florida
    Gita Sukthankar is Associate Professor and Charles N. Millican Faculty Fellow in the Department of Computer Science at the University of Central Florida (UCF), and an affiliate faculty member at UCF's Institute for Simulation and Training. Her research focuses on multiagent systems and computational social models. She received an Air Force Young Investigator award and an NSF CAREER award. She served on DARPA's Computer Science Study Panel and is currently a member of DARPA's Information Science and Technology study group and the board of directors of IFAAMAS.

    Rolf T. Wigand, University of Arkansas
    Rolf T. Wigand is Maulden-Entergy Chair and Distinguished Professor Emeritus of Information Science and Business Information Systems at the University of Arkansas at Little Rock. He is the past director of the Syracuse University Graduate Program in Information Management and their Center for Digital Commerce. His research focuses on software standards development and collective action in the mortgage, automotive, and RFID industries, development of trust and leadership in virtual organizations, the analysis of social networks in disaster situations, and novel methods for analysis and tracking of collective action on social media.

    Contributors

    John Murray, Thomas Chesney, Robert Hoffmann, Iftekhar Ahmed, Andrew Pilny, Marshall Scott Poole, Fanny Anne Ramirez, Elizabeth Craig, Nicholas Taylor, Sarah Evans, John C. Sherblom, Lesley A. Withers, Lynnette G. Leonard, Jeffrey S. Smith, Maude Bonenfant, Laura Iseut Lafrance St-Martin, Félix Prégent, Lucile Crémier, Nick Taylor, Suzanne de Castell, Jennifer Jenson, Ryan J. Hurley, Rolf T. Wigand, Swee Hoon Chuah, Wendy Hui, Jeremy Larner, William Sims Bainbridge, Amanda Paz Alencar, Teresa de la Hera Conde-Pumpido, Fernando Kuipers, Marcus Märtens, Ernst van der Hoeven, Alexandru Iosup, Rafet Sifa, Anders Drachen, Christian Bauckhage, Alireza Hajibagheri, Gita Sukthankar, Kiran Lakkaraju, Hamidreza Alvari, Nitin Agarwal

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