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Record W2183945823 · doi:10.82308/50959

Measuring cooperative behavior in contemporary multiplayer games

2012· article· en· W2183945823 on OpenAlexfundno aff
Martin Ashton

Bibliographic record

VenueeScholarship@McGill (McGill) · 2012
Typearticle
Languageen
FieldSocial Sciences
TopicDigital Games and Media
Canadian institutionsnot available
FundersNatural Sciences and Engineering Research Council of CanadaFonds Québécois de la Recherche sur la Nature et les Technologies
KeywordsCohesion (chemistry)Computer sciencePerceptionSocializationSocial psychologyPsychology

Abstract

fetched live from OpenAlex

Social aspects of multiplayer games are well known as contributors to game success, with online friendships and socialization expected to expand and strengthen a player-base. Understanding the nature of social behavior and determining the impact of cooperation on gameplay is thus important to game design. In this work, we make use of data exposed through in-game and web-based API's of two contemporary multiplayer games, World of Warcraft and Halo: Reach. We use this data to investigate the extent of cooperation among players and the effect on individual player behavior. We moreover show how the quantitative assessment of cooperative behavior can be used to isolate potential problem areas in games which may require additional balancing. We first monitor group health and position to measure the pacing of a cooperative scenario in World of Warcraft. We measure a scenario's pacing as the temporal progression of its difficulty, which directly reflects the required level of cohesion and coordination among the players in a group. Our results verify the informal perception that statically designed content becomes increasingly trivial as players obtain stronger stats, thus reducing the need for cohesion. Direct quantification of this behavior, as enabled by designs such as ours, allows for online, adaptive pacing that should better foster player community by consistently emphasizing the need for communication.The benefits of actual group behavior also has a reverse impact on game design. In our experiment involving Halo: Reach, our results demonstrate that players who enter as a group into the multiplayer matchmaking system have, on average, a significantly higher win-to-loss ratio than players who enter the matchmaking system alone. This gives them an advantage over less social players, and thus attests to the potential for refinement in group matchmaking techniques. In addition, our exploratory principal component analysis of individual player performances reveals a set of novel player types adapted to the multiplayer context and quite distinct from player types found in other game genres.From a general standpoint, the data collection techniques outlined in this thesis reveal the use of publically-accessible game APIs as a relatively unexplored yet promising source of insight into real-world gameplay behavior. Our results serve as evidence for two widely-assumed notions of multiplayer game design; the first, that static game content adversely affects a game's replayability and ultimately lessens the need for communication and cohesion among players. The second, that coordination among players provides a significant advantage over those who choose to play independently in a team-based setting.

Fetched live from OpenAlex and de-inverted. Abstracts are not stored in this database: the inverted indexes are 8.6 GB of the frame’s 9.3 GB of text, and the host has 13 GB free.

How this classification was reachedexpand

Full frame machine prediction

Teacher imitation

Not calibrated prevalence, not ground truth. Human validation pending. The Gemma side is a direct model label for every work in the frame, read from the title-only record. The Codex side is a classifier learned from the 10,348 direct Codex labels and calibrated to design-weighted sample rates; fields without enough sample support carry no Codex call. Candidate is the union of the two sides; consensus is their intersection. These outputs are machine_predicted_unvalidated and are not human labels.

metaresearch head score (Codex)0.002
metaresearch head score (Gemma)0.009
Version: metacan-v3-hybrid-931329e0061cValidation status: machine_predicted_unvalidated
Candidate categoriesnone
Consensus categoriesnone
DomainCandidate signal: none · Consensus signal: none
Study designCandidate signal: Observational · Consensus signal: Observational
GenreCandidate signal: Empirical · Consensus signal: Empirical
Teacher disagreement score0.002
Threshold uncertainty score0.008

Distilled classifier scores by category (both heads)

CategoryCodexGemma
Metaresearch0.0020.009
Meta-epidemiology (narrow)0.0010.000
Meta-epidemiology (broad)0.0000.000
Bibliometrics0.0020.001
Science and technology studies0.0000.000
Scholarly communication0.0010.001
Open science0.0010.001
Research integrity0.0000.000
Insufficient payload (model declined to judge)0.0010.000

Machine scores (provisional)

The two teacher heads of the student model, read on this work. A score orders the frame for review; it never asserts a category, and the validation status ships verbatim with every row.

Baseline scores from an immature model (maturity gate not passed, 7 training rounds). Scores rank; they never assert a category.

Opus teacher head0.089
GPT teacher head0.297
Teacher spread0.207 · how far apart the two teachers sit on this one work
Validation statusscore_only:v0-immature-baseline · verbatim from the scoring run: score_only means the number may rank works, and no category label ships from it

Classification

machine, unvalidated

Machine predicted; a candidate call from one source (direct Gemma or distilled Codex), not a consensus.

The models applied no category: nothing in the taxonomy fit this work.
Study designObservational
Domainnot available
GenreEmpirical

How this classification was reached, model by model and score by score, is at the end of the page under "How this classification was reached".

Quick stats

Citations0
Published2012
Admission routes1
Has abstractyes

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