Games involving virtual worlds are popular in several segments of the population and societies. The online environment facilitates that players from different countries interact in a common virtual world. Virtual worlds involving social and economic interactions are particularly useful to test social and economic theories. Using data from EVE Online, a massive online multi-player game simulating a fantasy galaxy, we analyse the relation between the real-world context in which players live and their in-game behaviour at the country level. We find that in-game aggressiveness to non-player characters is positively related to real-world levels of aggressiveness as measured by the Global Peace Index and the Global Terrorist Index at the country ...
We use a massive multiplayer online game to study human interactions and social behaviour. We have c...
Affordable and accessible Internet has changed the way video games are played, allowing individuals ...
This dissertation studies bad behavior at large-scale using data traces from online video games. Vid...
Games involving virtual worlds are popular in several segments of the population and societies. The ...
The virtual environment has been the centre of interest in several areas of research, such as info...
Identifying, investigating, and potentially disrupting organised criminal networks is difficult. Dat...
Quantification of human group-behavior has so far defied an empirical, falsifiable approach. This is...
Abstract Focusing on social network theories, we examine the interactive influence of both group-lev...
Massively-multiplayer online games (MMOGs) can serve asa unique laboratory for studying large-scale ...
This paper analyzes social conflicts among amateur computer gamers who are playing online multiplaye...
Games have received increased scholarly attention due to the economic value they generate. Yet, some...
To date, most research into massively multiplayer online role-playing games (MMORPGs) has examined t...
This article examines the co-evolution of players’ individual performance and their interaction netw...
We present an overview of a series of results obtained from the analysis of human behavior in a virt...
Rapid advances in modern computing and information technology have enabled millions of people to int...
We use a massive multiplayer online game to study human interactions and social behaviour. We have c...
Affordable and accessible Internet has changed the way video games are played, allowing individuals ...
This dissertation studies bad behavior at large-scale using data traces from online video games. Vid...
Games involving virtual worlds are popular in several segments of the population and societies. The ...
The virtual environment has been the centre of interest in several areas of research, such as info...
Identifying, investigating, and potentially disrupting organised criminal networks is difficult. Dat...
Quantification of human group-behavior has so far defied an empirical, falsifiable approach. This is...
Abstract Focusing on social network theories, we examine the interactive influence of both group-lev...
Massively-multiplayer online games (MMOGs) can serve asa unique laboratory for studying large-scale ...
This paper analyzes social conflicts among amateur computer gamers who are playing online multiplaye...
Games have received increased scholarly attention due to the economic value they generate. Yet, some...
To date, most research into massively multiplayer online role-playing games (MMORPGs) has examined t...
This article examines the co-evolution of players’ individual performance and their interaction netw...
We present an overview of a series of results obtained from the analysis of human behavior in a virt...
Rapid advances in modern computing and information technology have enabled millions of people to int...
We use a massive multiplayer online game to study human interactions and social behaviour. We have c...
Affordable and accessible Internet has changed the way video games are played, allowing individuals ...
This dissertation studies bad behavior at large-scale using data traces from online video games. Vid...