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.
Proceedings of the First Workshop on Subword and Character Level Models in NLP
Background: The rise of social media proved to be a fertile ground for the expansion of AIDS-denialist movement (in the form of online communities). While there is substantial literature devoted to disproving AIDS-denialist views there is dearth of studies exploring AIDS-denialists as online communities that interact with external environment.
Objective: We explored three research questions: why newcomers come to an AIDS-denialist community; what are patterns of interactions of the community with the newcomers; what are rhetorical strategies that denialists employ for persuasion in the veracity of their views.
Methods: We studied the largest AIDS-denialist community in one of the most popular social networking services in Russia. We used netnography as a method for collecting data for qualitative analysis. We observed the community during 9 months (at least 2-3 times a week). While doing netnography we periodically downloaded the community discussions. In total we have downloaded 4821 posts and comments for analysis. Grounded theory approach was used for data analysis.
Results: Most come to the community for the following reasons: their stories do not fit the unitary picture of AIDS disease progression translated by popular and popular medical discourses; health problems; concern about HIV-positive tests; desire to dissuade the community members from false AIDS-beliefs. On the basis of strength in AIDS-denialist beliefs we constructed a typology of the newcomers that consists of the three idealtypical groups: ‘convinced’ (who already had become denialists before coming to the group); ‘doubters’ – who are undecided as to the truth of either HIV science theory or AIDS-denialist theory; ‘orthodox’ – who openly hold HIV science views. Reception of a newcomer mainly depends on the newcomer’s belief status – it is very warm for ‘convinced’, cold or slightly hostile for ‘doubters’ and extremely hostile or derisive for ‘orthodox’. We identified sixth main rhetorical strategies of persuasion of the “undecided” on the issue used by denialists.
Conclusions: Contrary to the widespread public health depictions of AIDS-denialists as totally irrational, our study suggests that some of those who become AIDS-denialist have sufficiently reasonable grounds to suspect that 'something is wrong' with the scientific theory because their personal experience contradicts the unitary picture of AIDS disease progression they have in mind. Odd and inexplicable practices of some AIDS-centers only fuel these people's suspicions. We can conclude that public health practitioners’ practices may play a role in generating AIDS-denialists sentiments. In interactions with the newcomers the experienced community members highlighted the importance of personal autonomy and freedom of choice in decision-making consistent with the consumerist ideology of healthcare. The study findings suggest that healthcare workers should change a one-size-fits-all mode of counseling for a more complex and patient-tailored approach, allowing for diversity of disease progression scenarios and scientific uncertainty.
Cosmetic items do not provide functional advantages in games, but, nevertheless, they play an important role in the overall player experience. Possessing predominantly socially-constructed dimensions of value, cosmetic items are chosen, discussed, assessed, and valuated in an ongoing iterative collaborative process by communities of players. In our study, we explore the case of Dota 2 and apply Topic Modeling to community-discussions data gathered from Reddit.com. We describe social experiences related to the valuation of cosmetic items in interaction and collision of various logics, including artificial scarcity, decomposition of visual effects, and connectedness to the game lore. Our findings connect the collective experience of players in the game and on online community platforms, suggesting that non-utility-based social value construction becomes an important part of game experience.
An approach is suggested to formal evaluation of an online community on the base of lexical analysis of the news feed.