Growing artificial societies: social science from the bottom up
Growing artificial societies: social science from the bottom up
Developing Online Games: An Insider's Guide
Developing Online Games: An Insider's Guide
The Social Behaviors of Experts in Massive Multiplayer Online Role-Playing Games
CSE '09 Proceedings of the 2009 International Conference on Computational Science and Engineering - Volume 04
The Formation of Task-Oriented Groups: Exploring Combat Activities in Online Games
CSE '09 Proceedings of the 2009 International Conference on Computational Science and Engineering - Volume 04
The Warcraft Civilization: Social Science in a Virtual World
The Warcraft Civilization: Social Science in a Virtual World
Dark Gold: Statistical Properties of Clandestine Networks in Massively Multiplayer Online Games
SOCIALCOM '10 Proceedings of the 2010 IEEE Second International Conference on Social Computing
Link Prediction Across Multiple Social Networks
ICDMW '10 Proceedings of the 2010 IEEE International Conference on Data Mining Workshops
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Humans form groups and congregate into groups for a variety of reasons and in a variety of contexts e.g., corporations in offline space and guilds in Massively Multiplayer Online Games (MMOGs). In recent years a number of models of group formation have been proposed. One such model is Johnson et al's [10] model of group evolution. The model is motivated by commonalities observed in evolution of street gangs in Los Angeles and guilds in an MMOG (World of Warcraft). In this paper we first apply their model to guilds in another MMOG (EQ2)1 and found results inconsistent from the model's predictions, additionally we found support for the role of homophily in guild formation, which was ruled out in previous results, Alternatively, we explore alternative models for guild formation and evolution in MMOGs by modifying earlier models to account for the existence of previous relationships between people.