2009 International Conference on Computational Science and Engineering 2009
DOI: 10.1109/cse.2009.13
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The Social Behaviors of Experts in Massive Multiplayer Online Role-Playing Games

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Cited by 47 publications
(23 citation statements)
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“…Shim et al [13] discuss the problem of inferring performance of players in games, Huffaker et al [11] studied expert behavior. Earlier studies of networks in MMORPGs have also looked at Trade [1], how can MMORPGs be used to foster learning [18], hence the connection with mentoring.…”
Section: Related Workmentioning
confidence: 99%
“…Shim et al [13] discuss the problem of inferring performance of players in games, Huffaker et al [11] studied expert behavior. Earlier studies of networks in MMORPGs have also looked at Trade [1], how can MMORPGs be used to foster learning [18], hence the connection with mentoring.…”
Section: Related Workmentioning
confidence: 99%
“…(As mentioned earlier, an alternative interpretation with 'prescience' instead of 'importance' is also possible.) This hierarchy may arise through an imposed chain of command, as in business or military organisations, through a more subtle structure of the type observed in social or criminal networks [5], or may be earned through completion of tasks, as in on-line gaming [15]. The idea that hirearchy can impact communication structure is intuitively reasonable, and is supported in the social sciences by, for example, the empirical discovery of discussion catalysts in an on-line community who are "responsible for the majority of messages that initiate long threads" [9].…”
Section: New Modelmentioning
confidence: 99%
“…There are similar passive and active explanations for the existence of dynamic receivers. They may have added importance, in the sense that they are the preferred point of contact for any node in the network that is currently bursting with information or passing on requests for advice-for example, in massive multiplayer online role-playing games a preference has been observed for players to send messages to higher level players [15]. More actively, dynamic receivers may have added global, historical knowledge, in the sense that they know which nodes are currently most informative and deliberately form links with them.…”
Section: New Modelmentioning
confidence: 99%
“…Where McGonigal and Reeves, Brown and Laurier view time invested in relation to game expertise in an additive sense (the more time one spends playing, the more skilled one becomes), recent studies by Huffaker et al [2009] and Shim et al [2009] use playing time in a very different way: as a factor to measure players' efficiency, that is, the amount of experience points achieved over a certain period of time. The objective in both studies is to generate a quantifiable model of expertise that can be deployed to categorize, and then investigate, the activities of large numbers of expert players.…”
Section: Magic Formulaementioning
confidence: 99%