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Emergence of Good Conduct, Scaling and Zipf Laws in Human Behavioral Sequences in an Online World

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  • Stefan Thurner
  • Michael Szell
  • Roberta Sinatra

Abstract

We study behavioral action sequences of players in a massive multiplayer online game. In their virtual life players use eight basic actions which allow them to interact with each other. These actions are communication, trade, establishing or breaking friendships and enmities, attack, and punishment. We measure the probabilities for these actions conditional on previous taken and received actions and find a dramatic increase of negative behavior immediately after receiving negative actions. Similarly, positive behavior is intensified by receiving positive actions. We observe a tendency towards anti-persistence in communication sequences. Classifying actions as positive (good) and negative (bad) allows us to define binary ‘world lines’ of lives of individuals. Positive and negative actions are persistent and occur in clusters, indicated by large scaling exponents of the mean square displacement of the world lines. For all eight action types we find strong signs for high levels of repetitiveness, especially for negative actions. We partition behavioral sequences into segments of length (behavioral ‘words’ and ‘motifs’) and study their statistical properties. We find two approximate power laws in the word ranking distribution, one with an exponent of for the ranks up to 100, and another with a lower exponent for higher ranks. The Shannon -tuple redundancy yields large values and increases in terms of word length, further underscoring the non-trivial statistical properties of behavioral sequences. On the collective, societal level the timeseries of particular actions per day can be understood by a simple mean-reverting log-normal model.

Suggested Citation

  • Stefan Thurner & Michael Szell & Roberta Sinatra, 2012. "Emergence of Good Conduct, Scaling and Zipf Laws in Human Behavioral Sequences in an Online World," PLOS ONE, Public Library of Science, vol. 7(1), pages 1-7, January.
  • Handle: RePEc:plo:pone00:0029796
    DOI: 10.1371/journal.pone.0029796
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    Cited by:

    1. Maroussia Favre & Didier Sornette, 2015. "A Generic Model of Dyadic Social Relationships," PLOS ONE, Public Library of Science, vol. 10(3), pages 1-16, March.
    2. Young Bin Kim & Kyeongpil Kang & Jaegul Choo & Shin Jin Kang & TaeHyeong Kim & JaeHo Im & Jong-Hyun Kim & Chang Hun Kim, 2017. "Predicting the Currency Market in Online Gaming via Lexicon-Based Analysis on Its Online Forum," Complexity, Hindawi, vol. 2017, pages 1-10, December.
    3. Young Bin Kim & Sang Hyeok Lee & Shin Jin Kang & Myung Jin Choi & Jung Lee & Chang Hun Kim, 2015. "Virtual World Currency Value Fluctuation Prediction System Based on User Sentiment Analysis," PLOS ONE, Public Library of Science, vol. 10(8), pages 1-18, August.
    4. Andjelković, Miroslav & Tadić, Bosiljka & Maletić, Slobodan & Rajković, Milan, 2015. "Hierarchical sequencing of online social graphs," Physica A: Statistical Mechanics and its Applications, Elsevier, vol. 436(C), pages 582-595.
    5. Kevin Hoefman & Aaron Bramson & Koen Schoors & Jan Ryckebusch, 2018. "The impact of functional and social value on the price of goods," PLOS ONE, Public Library of Science, vol. 13(11), pages 1-12, November.
    6. Fan, Chao & Guo, Jin-Li & Zha, Yi-Long, 2012. "Fractal analysis on human dynamics of library loans," Physica A: Statistical Mechanics and its Applications, Elsevier, vol. 391(24), pages 6617-6625.
    7. Andres M Belaza & Jan Ryckebusch & Koen Schoors & Luis E C Rocha & Benjamin Vandermarliere, 2020. "On the connection between real-world circumstances and online player behaviour: The case of EVE Online," PLOS ONE, Public Library of Science, vol. 15(10), pages 1-15, October.

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