Emergent Cultural Differences in Online Communities’ Norms of Fairness

  title={Emergent Cultural Differences in Online Communities’ Norms of Fairness},
  author={Pontus Strimling and Seth Frey},
  journal={Games and Culture},
  pages={394 - 410}
Unpredictable social dynamics can dominate social outcomes even in carefully designed societies like online multiplayer games. According to theories from economic game theory and evolutionary anthropology, communities that are otherwise identical can spontaneously develop emergent cultural differences. We demonstrate the emergence of norm diversity in comparable populations distributed across identical copies of a single multiplayer game world. We use 2006 data from several servers of World of… 

Figures from this paper

Governing Online Goods: Maturity and Formalization in Minecraft, Reddit, and World of Warcraft Communities

This paper presents a meta-analyses of the determinants of infectious disease in eight operation theatres of the immune system and three of them are confirmed to be connected to infectious disease: swine flu, norovirus and influenza.

Designing for Multiple Centers of Power: A Taxonomy of Multi-level Governance in Online Social Platforms

Focusing on the middle levels that sit between end users and a centralized governance system, this work describes how middle level units, such as subreddits, YouTube channels, and Twitter blocklists, interact with one another and with levels above and below.

Rules and Rule-Making in the Five Largest Wikipedias

The governance of many online communities relies on rules created by participants. However, prior work provides limited evidence about how these self-governance efforts compare and relate to one

Ludic Ethics: The Ethical Negotiations of Players in Online Multiplayer Games

This study introduces the ludic ethics approach for understanding the moral deliberations of players of online multiplayer games. Informed by a constructivist paradigm that places players’ everyday

Apathetic Villagers and the Trolls Who Love Them: Player Amorality in Online Multiplayer Games

A preliminary framework of player amorality termed 'Apathetic Villager Theory', encapsulated by six key attitudes/themes that highlight the nuances involved in the (un)ethical standpoints of a range of players is put forward.

Modular Politics

This paper proposes the development of an open standard for networked governance called Modular Politics, which would enable platform operators and their users to build bottom-up governance processes from computational components that are modular and composable, highly versatile in their expressiveness, portable from one context to another, and interoperable across platforms.

The Ethics of Multiplayer Game Design and Community Management: Industry Perspectives and Challenges

A reflexive thematic analysis of 21 in-depth interviews with games industry professionals on their ethical views and experiences in game design and community management identifies a number of tensions involved in making ethics-related design decisions for divided player communities alongside current game design practices that are concerned with functionality, revenue and entertainment.

Virtual Environments for Research into Social Evolution (VERSE): A novel experimental environment for the study of human social learning

Social learning (learning from others) can be a cost-effective way of gaining information compared to asocial (independent) learning. However, learning from others indiscriminately can lead to the

Designing for Participation and Change in Digital Institutions

An institutional analysis framework is offered with an aim to stimulate dialogue between computer scientists and political scientists over the design of digital institutions and the importance of including participatory change process mechanisms in what is called a "constitutional layer" of institutional design.

Progressive view on social justice: Netizen opinions about social justice warrior

Social justice warrior (SJW) is a pejorative term for individuals who fight for equality, environment, and gender. Because their progressive morals radically differ from the predominant values, the



Strangers and friends: collaborative play in world of warcraft

It is discovered that play in World of Warcraft is characterized by a multiplicity of collaborations from brief informal encounters to highly organized play in structured groups, which makes the game more fun and provides rich learning opportunities.

The spontaneous emergence of conventions: An experimental study of cultural evolution

Experimental results are presented that demonstrate the spontaneous creation of universally adopted social conventions and show how simple changes in a population’s network structure can direct the dynamics of norm formation, driving human populations with no ambition for large scale coordination to rapidly evolve shared social conventions.

From Tree House to Barracks

A representative sample of players of a popular massively multiplayer online game (World of Warcraft) was interviewed to map out the social dynamics of guilds. An initial survey and network mapping

The life and death of online gaming communities: a look at guilds in world of warcraft

This paper examines some of the factors that could explain the success or failure of a game guild based on more than a year of data collected from five World of Warcraft servers, focusing on structural properties of these groups, as represented by their social networks and other variables.

Governance in League of Legends: A hybrid system

It is found that governance in League of Legends is a hybrid system that leverages player norms to identify and punish disruptive players and the impact of the hybrid system on governance and corporation-player relationship is considered.

The Dissemination of Culture

Despite tendencies toward convergence, differences between individuals and groups continue to exist in beliefs, attitudes, and behavior. An agent-based adaptive model reveals the effects of a

Communication, Coordination, and Camaraderie in World of Warcraft

In applying traditional game theory to multiplayer computer games, not enough attention has been given to actual player practice in local settings. To do this, the author describes a team of players

Experimental Study of Inequality and Unpredictability in an Artificial Cultural Market

An artificial “music market” was created in which 14,341 participants downloaded previously unknown songs either with or without knowledge of previous participants' choices, and increasing the strength of social influence increased both inequality and unpredictability of success.

Digital culture, play, and identity : a World of Warcraft reader

World of Warcraft is the world's most popular massively multiplayer online game (MMOG), with (as of January 2008) more than ten million active subscribers across Europe, North America, Asia, and