Title
Guild play in MMOGs: rethinking common group dynamics models
Abstract
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.
Year
DOI
Venue
2011
10.1007/978-3-642-24704-0_19
SocInfo
Keywords
Field
DocType
common group dynamics model,massively multiplayer online games,guild play,humans form group,guild formation,previous relationship,group formation,earlier model,alternative model,previous result,los angeles,group evolution
Guild,Internet privacy,Homophily,Computer science
Conference
Volume
ISSN
Citations 
6984
0302-9743
5
PageRank 
References 
Authors
0.52
8
5
Name
Order
Citations
PageRank
Muhammad Aurangzeb Ahmad111916.06
Zoheb Borbora2313.11
Cuihua Shen319214.46
Jaideep Srivastava45845871.63
Dmitri Williams5104399.38