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Derek Pitman -- STSH-49611 Groups, Guilds and Games: Cooperation and Complexity in Massively Multiplayer Online Games (MMOs) Prepared by: Derek Pitman Rensselaer Polytechnic Institute Thursday, December 6, 2007
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Derek Pitman -- STSH-49612 Why Groups? Amount of material in the game –Constant creation of new material Reputation and reciprocation –“Tit for tat” at work
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Derek Pitman -- STSH-49613 Problems with Groups? No different from any real life situation J.H. Smith: –Gamers want mechanisms to “facilitate constructive behavior” –The “problem of other players” “Sucker factor” –Only way “mean” strategies can survive –Little effort needed to snuff out
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Derek Pitman -- STSH-49614 Beyond Groups Many MMOs support bigger group systems (guilds) Correlation to social networks? –An “emergent property” of this environment? In-game guild vs. external features Capabilities of larger organized groups
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Derek Pitman -- STSH-49615 Survey The following slides present information gathered from a survey that was sent out to various MMO players
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Derek Pitman -- STSH-49616 What is the main reason for grouping? Accomplishing tasks faster/taking on harder tasks Acquiring better rewards Ensuring security amidst other players
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Derek Pitman -- STSH-49617 What problems exist with grouping? Uncooperative/selfish members (“ninja looters”) Incompetence
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Derek Pitman -- STSH-49618 What are the characteristics of an effective group? Efficiency Communication Understanding of roles (class-based gameplay)
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Derek Pitman -- STSH-49619 What is the main purpose of guilds? In-game social network Taking on even bigger challenges
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Derek Pitman -- STSH-496110 What problems exist in guilds? Typically the same issues as groups Additional elements of “leadership” and “factionalism”
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Derek Pitman -- STSH-496111 Analysis These answers support the information from the literature on cooperation Guilds, which were not mentioned as explicitly, now seem clearer, and more details could be considered in the future
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