Communication, Opponents, and Clan Performance in Online Games: A Social Network Approach
- Authors
- Lee, Hong Joo; Choi, Jaewon; Kim, Jong Woo; Park, Sung Joo; Gloor, Peter
- Issue Date
- Dec-2013
- Publisher
- Mary Ann Liebert Inc.
- Citation
- Cyberpsychology, Behavior, and Social Networking, v.16, no.12, pp 878 - 883
- Pages
- 6
- 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
2152-2723
- 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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Collections - 서울 경영대학 > 서울 경영학부 > 1. Journal Articles

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