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原文連結
論文資訊
- 類型:已發表論文
- 日期:2010
摘要
uantification of human group-behavior has so far defied an empirical, falsifiable approach. This is due to tremendous difficulties in data acquisition of 社會 systems. Massive multiplayer online games (MMOG) provide a fascinating new way of observing hundreds of thousands of simultaneously 社會ly interacting individuals engaged in virtual 經濟 activities. We have compiled a data set consisting of practically all actions of all players over a period of 3 years from a MMOG played by 300,000 people. This large-scale data set of a socio- 經濟 unit contains all 社會 and 經濟 data from a single and coherent source. Players have to generate a virtual income through 經濟 activities to 'survive' and are typically engaged in a multitude of 社會 activities offered within the game. Our analysis of high- frequency log
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