The Social Capital of French and American Managers
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Project massive: a study of online gaming communities
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Dynamic social network analysis using latent space models
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Virtual "Third Places": A Case Study of Sociability in Massively Multiplayer Games
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Statistical Analysis of Network Data: Methods and Models
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Fragile online relationship: a first look at unfollow dynamics in twitter
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Arrival and departure dynamics in social networks
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Functional or social?: exploring teams in online games
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Gender swapping and user behaviors in online social games
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Predicting group stability in online social networks
Proceedings of the 22nd international conference on World Wide Web
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Understanding the group characteristics in MMORPGs is important in user behavior studies since people tend to gather together and form groups due to their inherent nature. In this paper, we analyze the group activities of users in Aion, one of the largest MMORPGs, based on the records of the activities of 94,497 users. In particular, we focus on (i) how social interactions within a group differ from the ones across groups, (ii) what makes a group rise, sustain, or fall, (iii) how group members join and leave a group, and (iv) what makes a group end. We first find that structural patterns of social interactions within a group are more likely to be close-knit and reciprocative than the ones across groups. We also observe that members in a rising group (i.e., the number of members increases) are more cohesive, and communicate with more evenly within the group than the ones in other groups. Our analysis further reveals that if a group is not cohesive, not actively communicating, or not evenly communicating among members, members of the group tend to leave.