📝 Original Info
- Title: An Empirical Study on Team Formation in Online Games
- ArXiv ID: 1708.03015
- Date: 2017-08-11
- Authors: Researchers from original ArXiv paper
📝 Abstract
Online games provide a rich recording of interactions that can contribute to our understanding of human behavior. One potential lesson is to understand what motivates people to choose their teammates and how their choices leadto performance. We examine several hypotheses about team formation using a large, longitudinal dataset from a team-based online gaming environment. Specifically, we test how positive familiarity, homophily, and competence determine team formationin Battlefield 4, a popular team-based game in which players choose one of two competing teams to play on. Our dataset covers over two months of in-game interactions between over 380,000 players. We show that familiarity is an important factorin team formation, while homophily is not. Competence affects team formation in more nuanced ways: players with similarly high competence team-up repeatedly, but large variations in competence discourage repeated interactions.
💡 Deep Analysis
Deep Dive into An Empirical Study on Team Formation in Online Games.
Online games provide a rich recording of interactions that can contribute to our understanding of human behavior. One potential lesson is to understand what motivates people to choose their teammates and how their choices leadto performance. We examine several hypotheses about team formation using a large, longitudinal dataset from a team-based online gaming environment. Specifically, we test how positive familiarity, homophily, and competence determine team formationin Battlefield 4, a popular team-based game in which players choose one of two competing teams to play on. Our dataset covers over two months of in-game interactions between over 380,000 players. We show that familiarity is an important factorin team formation, while homophily is not. Competence affects team formation in more nuanced ways: players with similarly high competence team-up repeatedly, but large variations in competence discourage repeated interactions.
📄 Full Content
An Empirical Study on Team Formation in Online
Games
Essa Alhazmi⇤, Sameera Horawalavithana⇤, Adriana Iamnitchi⇤, John Skvoretz†, Jeremy Blackburn‡
⇤Computer Science and Engineering, University of South Florida
{ealhazmi,sameera1,aii}@mail.usf.edu
†Department of Sociology, University of South Florida
skvoretz@usf.edu
‡Computer Science, University of Alabama at Birmingham
jblkburn@uab.edu
Abstract—Online games provide a rich recording of inter-
actions that can contribute to our understanding of human
behavior. One potential lesson is to understand what motivates
people to choose their teammates and how their choices lead
to performance. We examine several hypotheses about team
formation using a large, longitudinal dataset from a team-based
online gaming environment. Specifically, we test how positive fa-
miliarity, homophily, and competence determine team formation
in Battlefield 4, a popular team-based game in which players
choose one of two competing teams to play on. Our dataset
covers over two months of in-game interactions between over
380,000 players. We show that familiarity is an important factor
in team formation, while homophily is not. Competence affects
team formation in more nuanced ways: players with similarly
high competence team-up repeatedly, but large variations in
competence discourage repeated interactions.
I. INTRODUCTION
Teams are ubiquitous in modern societies and especially
in commerce, business, and industry. The factors that impact
team formation are of practical research interest. Online en-
vironments offer great potential for systematically exploring
factors that impact team formation. Existing studies focus on
team and play dynamics in online games [6], [1], [5]. Research
in these on-line environments has its own challenges, not the
least of which is the tracking of factors over time that could
impact a player’s choice of teammates.
The objective of this paper is to understand the interplay
among three factors that impact team formation in online
team-based games: 1) positive familiarity, 2) similarity, and
3) competence. We focus on how these factors shape an
individual’s choice of team in two-team competitive first-
person shooter games.
Positive familiarity is the positive past performance with
a teammate, which may translate into incentives to team up
again in future encounters. Negative familiarity could also
occur, and in this case negative past performance with a
teammate translates in to a disincentive to team up again.
Similarity is the sociological principle of homophily. The
principle of homophily suggests that people seek out others of
similar socio-demographic background for interaction. Finally,
competence is the skill known to contribute to success in a
team.
We investigate what factors affect team formation via obser-
vations of 60,410 “Battlefield 4” matches, played by 384,066
distinct players, on 63 servers, located in 7 different countries.
The Battlefield series is one of the most popular first person
shooter (FPS) multiplayer franchises in the world. Battlefield
4 is designed to support up to 64 players (32 on each team)
by default, more than twice the number of players as other
popular games like Call of Duty and Counter-Strike. By
choosing to focus on this game environment, we are able to
examine team formation not just at the team level, but also at
“squad” level, which are small teams of up to 5 players who
can coordinate more tightly.
Overall, we find that familiarity is an important factor in
team formation, while similarity is not. Further, we discover
that competence affects team formation in more nuanced ways:
highly skilled players tend to team-up repeatedly, while large
variations in competence discourages repeated interactions.
II. RELATED WORK
The factors that make individuals choose particular team-
mates were studied in contexts as diverse as online gaming,
software development, and education, based on surveys, obser-
vations, or digital records of interactions. Three factors com-
monly studied are positive familiarity, defined as the existence
of previous positive experiences, competence (represented as
expertise or reputation), and homophily.
Familiarity was shown to have an impact both on team
formation and on team performance. In online gaming com-
munities, Hudson et al. [12] showed that familiarity and
team trust are positively correlated and they improve team
performance. Waddell and Peng [20] showed that positive
familiarity leads to repeated play, which leads to friendship.
Mason and Clauset [15] found that players perform better
when they play with friends, and individual performance is
independent of team performance. In addition, it has been
observed that players tend to be more ambitious in games
when they have good cooperation with friends [19]. Good
cooperation within the team leads to better performance [16]
and is a stronger motivator than competition [17].
In geographically-distributed software teams [7], where the
challenge is coord
…(Full text truncated)…
📸 Image Gallery
Reference
This content is AI-processed based on ArXiv data.