No Arabic abstract
User activity fluctuations reflect the performance of online society. We investigate the statistical properties of 1-min user activity time series of simultaneously online users inhabited in 95 independent virtual worlds. The number of online users exhibits clear intraday and weekly patterns due to humans circadian rhythms and week cycles. Statistical analysis shows that the distribution of absolute activity fluctuations has a power-law tail for 44 virtual worlds with an average tail exponent close to 2.15. The partition function approach unveils that the absolute activity fluctuations possess multifractal features for all the 95 virtual worlds. For the sample of 44 virtual worlds with power-law tailed distributions of the absolute activity fluctuations, the width of singularity $Deltaalpha$ is negatively correlated with the maximum activity ($p$-value=0.070) and the time to the maximum activity ($p$-value=0.010). The negative correlations are not observed for neither the other 51 virtual worlds nor the whole sample of the 95 virtual worlds. In addition, numerical experiments indicate that both temporal structure and large fluctuations have influence on the multifractal spectrum. We also find that the temporal structure has stronger impact on the singularity width than large fluctuations.
Studying human behaviour in virtual environments provides extraordinary opportunities for a quantitative analysis of social phenomena with levels of accuracy that approach those of the natural sciences. In this paper we use records of player activities in the massive multiplayer online game Pardus over 1,238 consecutive days, and analyze dynamical features of sequences of actions of players. We build on previous work were temporal structures of human actions of the same type were quantified, and extend provide an empirical understanding of human actions of different types. This study of multi-level human activity can be seen as a dynamic counterpart of static multiplex network analysis. We show that the interevent time distributions of actions in the Pardus universe follow highly non-trivial distribution functions, from which we extract action-type specific characteristic decay constants. We discuss characteristic features of interevent time distributions, including periodic patterns on different time scales, bursty dynamics, and various functional forms on different time scales. We comment on gender differences of players in emotional actions, and find that while male and female act similarly when performing some positive actions, females are slightly faster for negative actions. We also observe effects on the age of players: more experienced players are generally faster in making decisions about engaging and terminating in enmity and friendship, respectively.
Similar to charitable giving in real world, donation behaviors play an important role in the complex interactions among individuals in virtual worlds. However, it is not clear if the donation process is random or not. We investigate this problem using detailed data from parallel virtual worlds adhered to a massively multiplayer online role-playing game. We find that the inter-donation durations follow power-law-tailed distributions distributed with an average tail exponent close to 1.91, have strong long-range correlations, and possess multifractal features. These findings indicate that the donation process is non-Poissonian, which has potential worth in modeling the complicated individuals behaviors in virtual worlds.
We present an overview of a series of results obtained from the analysis of human behavior in a virtual environment. We focus on the massive multiplayer online game (MMOG) Pardus which has a worldwide participant base of more than 400,000 registered players. We provide evidence for striking statistical similarities between social structures and human-action dynamics in the real and virtual worlds. In this sense MMOGs provide an extraordinary way for accurate and falsifiable studies of social phenomena. We further discuss possibilities to apply methods and concepts developed in the course of these studies to analyse oral and written narratives.
In friendship networks, individuals have different numbers of friends, and the closeness or intimacy between an individual and her friends is heterogeneous. Using a statistical filtering method to identify relationships about who depends on whom, we construct dependence networks (which are directed) from weighted friendship networks of avatars in more than two hundred virtual societies of a massively multiplayer online role-playing game (MMORPG). We investigate the evolution of triadic motifs in dependence networks. Several metrics show that the virtual societies evolved through a transient stage in the first two to three weeks and reached a relatively stable stage. We find that the unidirectional loop motif (${rm{M}}_9$) is underrepresented and does not appear, open motifs are also underrepresented, while other close motifs are overrepresented. We also find that, for most motifs, the overall level difference of the three avatars in the same motif is significantly lower than average, whereas the sum of ranks is only slightly larger than average. Our findings show that avatars social status plays an important role in the formation of triadic motifs.
The mechanism of the online user preference evolution is of great significance for understanding the online user behaviors and improving the quality of online services. Since users are allowed to rate on objects in many online systems, ratings can well reflect the users preference. With two benchmark datasets from online systems, we uncover the memory effect in users selecting behavior which is the sequence of qualities of selected objects and the rating behavior which is the sequence of ratings delivered by each user. Furthermore, the memory duration is presented to describe the length of a memory, which exhibits the power-law distribution, i.e., the probability of the occurring of long-duration memory is much higher than that of the random case which follows the exponential distribution. We present a preference model in which a Markovian process is utilized to describe the users selecting behavior, and the rating behavior depends on the selecting behavior. With only one parameter for each of the users selecting and rating behavior, the preference model could regenerate any duration distribution ranging from the power-law form (strong memory) to the exponential form (weak memory).