Social Nets in Virtual Worlds
By Ian
Recent work issues have kept me a bit slow on the posting. The folks over at Catallarchy caught something before I did.
Life With Alacrity posts on mapping social networks that arise in virtual worlds such as World of Warcraft and Ultima Online. The post is a follow-on to a previous post about the issue of Dunbar's Number. For the source of the graphs presented at LWA, check out PlayOn.
According to the research, it looks as though guilds (read: online social groups) grow in cohesion until they number around 50 players. At that point cohesion tends to fall, indicating that it may simply be hard for those who are at the top of the guild to build and keep group interest when there are more than 50 players. I'd also hazard a guess that, in joining a group of that size, an individual may see less benefit in participating actively given that so many others are already present (that is, the marginal benefit to belonging is low compared to the cost of contributing to the group in whatever way). Perhaps interesting research on public choice theory is soon to come?
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