Online guilds and offline gangs driven by a common team dynamic

Tagged: Guilds, Gaming
Source: - Read the full article
Posted: 6 years 46 weeks ago

Quantifying human group dynamics represents a unique challenge. Unlike animals and other biological systems, humans form groups in both real (offline) and virtual (online) spaces—from potentially dangerous street gangs populated mostly by disaffected male youths to the massive global guilds in online role-playing games for which membership currently exceeds tens of millions of people from all possible backgrounds, age groups, and genders. We have compiled and analyzed data for these two seemingly unrelated offline and online human activities and have uncovered an unexpected quantitative link between them. Although their overall dynamics differ visibly, we find that a common team-based model can accurately reproduce the quantitative features of each simply by adjusting the average tolerance level and attribute range for each population. By contrast, we find no evidence to support a version of the model based on like-seeking-like (i.e., kinship or “homophily”).




Groups of people who team up for X reason sometimes acts towards each other/acts within the group somewhat similarly to how people who team up for Y reason act towards each other/acts within the group.

Putting what is common knowledge into more advanced words makes them look intelligent and awesome? Yes? No?