Informal In-Game Help Practices in Massive Multiplayer Online Games
In this paper we explore helping behavior of support agents and regular players in browser-based MMORTS/RPG Castlot. Using
chat logs from 12 servers, we analyzed differences between support agents and regular players. We have found that the major in-game verbal help is being provided by players and not by support agents. We have also found that support agents’ helping behavior drops dramatically as a server ages, while regular players preserve helping practice, that is mostly transferred
from public to guild chat channels.
Welcome to the ACM Web Science 2016 Conference. This is the 8th conference of the series and the 6th to be sponsored by ACM through the Special Interest Group on Hypertext, Hypermedia and the Web (SIGWEB). The Conference continues to acknowledge the centrality of the Web as a socially constructed artifact, focusing on the study of information networks, social communities, organizations, applications, and policies that shape and are shaped by theWeb. The conference provides a unique forum for researchers from different backgrounds, with most papers adopting perspectives that bridge between two (or more) disciplines like computer science, economics, education, information science, law, library science, political science and other social sciences, thus fostering and supporting a thriving interdisciplinary community of Web Science.
The LOD Russia research project funded by the Ministry of Education aims to create a first Linked Open Data Set in Russia enabling scientists, researchers and commercial users to share, access, analyse and reuse knowledge related to scientific data. The position paper is highlighting challenges of the life-cycle management of LOD data, especially focuses on the process of entity linking and the creation of a unique identifier (UID) based on the concept of the Identification Knowledge Base (IKB).
The article examines Russian Harry Potter fan fiction as an anthropological source. The analysis focuses on fan fiction as a cultural practice, Russian online communities devoted to the continuation of Harry Potter stories and their common values, reading strategies and practices of writing. Given that Russian Harry Potter fan fiction writers and readers are mostly women, the author pays attention to gender norms as they are represented in fan fiction texts and reading practices. The article explores the central role that individual choice plays in fan fiction axiology, the representations of sex and corresponding problems of the language, the images of family which are produced and discussed in the community and the possibilities that slash as a fictional frame provides for the manifestation of the community’s essential values.
This book constitutes the proceedings of the 7th International Conference on Analysis of Images, Social Networks and Texts, AIST 2018, held in Moscow, Russia, in July 2018.
The 29 full papers were carefully reviewed and selected from 107 submissions (of which 26 papers were rejected without being reviewed). The papers are organized in topical sections on natural language processing; analysis of images and video; general topics of data analysis; analysis of dynamic behavior through event data; optimization problems on graphs and network structures; and innovative systems.
This paper investigates to what extent activity of a social movement on a social networking site is related to participation in offline collective action. Through this research, we seek to contribute to a broader theory of effective communicative structures of social movements. We use the data of roughly 12,000 individuals from 17 online groups representing the branches of the ‘Observers for Fair Elections’ movement in 17 districts of St. Petersburg, Russia, and compare their online properties to real offline participation of movement members in elections in the role of electoral observers. We find that while prediction of individual offline participation with this online data is of limited power, association between district participation rates and online group features is very strong. Large, more inclusive and evenly connected networks, where people are engaged in high-threshold online activities, produce more offline participants; weak individual-level prediction, combined with strong group-level prediction, suggests either the presence of the ‘network effect’ or of third factors – such as prior contentious experience or the effect of leaders.
Our current work is dedicated to research and development of methods for tutorial improvement and newcomers adaptation in online games. This report is focused on investigation of help-seeking patterns in online games’ chat logs. Using text mining techniques we detect game-related questions from users, explore their content, and show the changes across the server lifecycle.
An approach is suggested to formal evaluation of an online community on the base of lexical analysis of the news feed.