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Communication, Opponents, and Clan Performance in Online Games: A Social Network Approachopen access

Authors
Lee, Hong JooChoi, JaewonKim, Jong WooPark, Sung JooGloor, Peter
Issue Date
Dec-2013
Publisher
MARY ANN LIEBERT, INC
Citation
CYBERPSYCHOLOGY BEHAVIOR AND SOCIAL NETWORKING, v.16, no.12, pp.878 - 883
Indexed
SSCI
SCOPUS
Journal Title
CYBERPSYCHOLOGY BEHAVIOR AND SOCIAL NETWORKING
Volume
16
Number
12
Start Page
878
End Page
883
URI
https://scholarworks.bwise.kr/hanyang/handle/2021.sw.hanyang/161282
DOI
10.1089/cyber.2011.0522
ISSN
2152-2715
Abstract
Online gamers form clans voluntarily to play together and to discuss their real and virtual lives. Although these clans have diverse goals, they seek to increase their rank in the game community by winning more battles. Communications among clan members and battles with other clans may influence the performance of a clan. In this study, we compared the effects of communication structure inside a clan, and battle networks among clans, with the performance of the clans. We collected battle histories, posts, and comments on clan pages from a Korean online game, and measured social network indices for communication and battle networks. Communication structures in terms of density and group degree centralization index had no significant association with clan performance. However, the centrality of clans in the battle network was positively related to the performance of the clan. If a clan had many battle opponents, the performance of the clan improved.
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