Computing, Social Activity, and Entertainment: A Field Study of a Game MUD
Computer Supported Cooperative Work - Special issue on interaction and collaboration in MUDs
A Relational View of Information Seeking and Learning in Social Networks
Management Science
Serious Games: Games That Educate, Train, and Inform
Serious Games: Games That Educate, Train, and Inform
Optimizing web search using social annotations
Proceedings of the 16th international conference on World Wide Web
Blissfully productive: grouping and cooperation in world of warcraft instance runs
Proceedings of the 2008 ACM conference on Computer supported cooperative work
Power-Law Distributions in Empirical Data
SIAM Review
Inferring relevant social networks from interpersonal communication
Proceedings of the 19th international conference on World wide web
What is Twitter, a social network or a news media?
Proceedings of the 19th international conference on World wide web
Networks: An Introduction
Sociable killers: understanding social relationships in an online first-person shooter game
Proceedings of the ACM 2011 conference on Computer supported cooperative work
Introverted elves & conscientious gnomes: the expression of personality in world of warcraft
Proceedings of the SIGCHI Conference on Human Factors in Computing Systems
"I'm just here to play games": social dynamics and sociality in an online game site
Proceedings of the ACM 2012 conference on Computer Supported Cooperative Work
Mastering the art of war: how patterns of gameplay influence skill in Halo
Proceedings of the SIGCHI Conference on Human Factors in Computing Systems
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How important are friendships in determining success by individuals and teams in complex collaborative environments? By combining a novel data set containing the dynamics of millions of ad hoc teams from the popular multiplayer online first person shooter Halo: Reach with survey data on player demographics, play style, psychometrics and friendships derived from an anonymous online survey, we investigate the impact of friendship on collaborative and competitive performance. In addition to finding significant differences in player behavior across these variables, we find that friendships exert a strong influence, leading to both improved individual and team performance - even after controlling for the overall expertise of the team - and increased pro-social behaviors. Players also structure their in-game activities around social opportunities, and as a result hidden friendship ties can be accurately inferred directly from behavioral time series. Virtual environments that enable such friendship effects will thus likely see improved collaboration and competition.