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Study of MMOG Proves Human Interaction Theory

An anonymous reader writes "A new study analyzing interactions among 300,000+ players in an online game universe, called Pardus, has for the first time provided large-scale evidence to prove an 80-year-old psychological theory called Structural Balance Theory. The research, published in PNAS, shows that individuals tend to avoid stress-causing relationships when they develop a society, resulting in more stable social networks."

5 of 119 comments (clear)

  1. The study by cappp · · Score: 4, Informative

    For those wanting to read the complete study you can get it here

  2. For those who haven't RTFA by NPerez · · Score: 5, Informative

    I scanned through it quickly & my understanding is that this is more specifically studying the avoidance of friendships with friends of enemies. That's a little more complicated & interesting than simply 'avoiding stressful relationships'. It is a little obvious, but it says a lot about the formation of social groups & how they become divided.

  3. Re:So what is "distinctive" about those "societies by VanGarrett · · Score: 4, Informative

    Group A prefers the company of individuals with high standards for gameplay output, and take their game very seriously, possibly more so than their actual paying occupations; they are obsessive, not only regarding gear, but also in quality of strategy and tactics, right down to the sequence in which they deploy their special attacks. Being with each other, they can feel superior to others in the game. Group B, on the other hand, prefers a much more casual game experience, and though they are a bit rag-tag, they nevertheless help each other out here and there, but gravitate to each other mostly for the company. Group B understands that real people have real jobs, real families, and real life obligations. Group B just wants a group of friends that they can talk to while they grind, and maybe even do a little bit of RPing, and regard Group A as a bunch of fascist nut jobs.

    In short, the difference between Group A and Group B is priorities. Both groups seek to enjoy the game, but neither group has the same concept of how the game should be enjoyed. One group is elitist, the other is very casual. There are likely several other groups between Group A and Group B, as well as groups that vary on completely different axises. A member of Group B would never be welcome in Group A, because he is not interested in maximizing the potential of his character. Meanwhile, a member of Group A would never be satisfied with the level of organization of group activities in Group B.

  4. Re:Of course by LordLucless · · Score: 4, Informative

    Nobody expects a study to be perfect. They do expect, that, if general conclusions are being drawn, some effort has gone into trying to create a representative population.

    The Slashdot crowd is generally anlytical, and critical. Give them a conclusion, and they will try to falsify it, not because they delight in tearing things down, but because that's the only way to test its robustness.

    --
    Just because you're paranoid doesn't mean there isn't an invisible demon about to eat your face
  5. Re:Of course by wanax · · Score: 4, Informative

    Where are the "general" conclusions mentioned? One great thing about PNAS is that it's free, so no issues with the pdf (which hasn't stopped strange speculation).

    The study makes limited claims which are consistent with the experimental approach, which is "within population."