论文标题

通过观察和受害而在线游戏中作弊

Cheating in online gaming spreads through observation and victimization

论文作者

Kim, Ji Eun, Tsvetkova, Milena

论文摘要

反社会行为可以具有传染性,从个人到个人传播,并通过社交网络荡漾。此外,它不仅可以像创新或个人行为一样通过观察到的第三方影响来传播,而且还可以通过“付费意向”的报复来传播。在这里,我们通过分析大规模数字跟踪数据来区分观察和受害对反社会行为传播的影响。我们研究了在超过一百万场在线多人第一人称射击游戏中,作弊的传播,其中最多100名玩家单独或在与陌生人的球队中竞争。我们确定事件序列,其中观察或被一定数量的作弊者杀死的玩家开始作弊,并评估如果我们保留团队和互动结构,但假设其他游戏玩法方案,则这些序列将在多大程度上出现。结果表明,对于那些既观察和经历作弊的人来说)才有可能存在社会传染,这表明第三方影响和“付费”的互惠互利相互作用。此外,这种效果仅适用于那些既多次观察又经历不止一次的人,这表明作弊在重复或多源曝光后更有可能传播。将在线游戏作为社交系统的模型接近,我们使用这些发现来讨论针对性干预措施的策略,以促进在线社区,学校,组织和体育中更普遍的作弊和反社会行为的传播。

Antisocial behavior can be contagious, spreading from individual to individual and rippling through social networks. Moreover, it can spread not only through third-party influence from observation, just like innovations or individual behavior do, but also through direct experience, via "pay-it-forward" retaliation. Here, we distinguish between the effects of observation and victimization for the contagion of antisocial behavior by analyzing large-scale digital-trace data. We study the spread of cheating in more than a million matches of an online multiplayer first-person shooter game, in which up to 100 players compete individually or in teams against strangers. We identify event sequences in which a player who observes or is killed by a certain number of cheaters starts cheating, and evaluate the extent to which these sequences would appear if we preserve the team and interaction structure but assume alternative gameplay scenarios. The results reveal that social contagion is only likely to exist for those who both observe and experience cheating, suggesting that third-party influence and "pay-it-forward" reciprocity interact positively. In addition, the effect is present only for those who both observe and experience more than once, suggesting that cheating is more likely to spread after repeated or multi-source exposure. Approaching online games as models of social systems, we use the findings to discuss strategies for targeted interventions to stem the spread of cheating and antisocial behavior more generally in online communities, schools, organizations, and sports.

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