team assembly and performance in large scale online role ... · team assembly and performance in...
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11/27/2014
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Team Assembly and Performance in Large Scale Online Role Playing Games*
Mengxiao Zhu
(Presented by Noshir Contractor from Northwestern University)
Educational Testing Service
Nov 4, 2014
* This research was supported by grants from the National Science Foundation: DHB Virtual Worlds: An Exploration for Theorizing
and Modeling the Dynamics of Group Behavior (0841583) and Air Force Research Laboratory: The Virtual World Observatory:
Identifying Real World (RW) Characteristics from Virtual Behavior ( FA8650-10-C-7010)
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http://www.nytimes.com/2012/01/08/
jobs/building-the-watson-team-of-
scientists.html
David Ferrucci,
New York Times
1/7/2012
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Emergence of project teams
• Project teams are “time-limited, draw membersfrom different disciplines and functional units andproduce one-time outputs” (Cohen & Bailey, 1997)
– Built on the basis of common interests or activities
(called foci) (Corman & Scott, 1994; Feld, 1981)
– Often entail voluntary participation (Hahn et al., 2008)
– Collaboration across organizational, cultural and
geographical boundaries (Beyene et al, 2009; Hinds et al, 2011)
– Relatively short life span, lack of bonding relations (Cohen
& Bailey, 1997)
– Embedded in the social context (Granovetter, 1985; Uzzi, 1997)
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Examples of self-assembled project teams
Inter-disciplinary and multi-institutional scientific collaboration
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Open source software development teams that collaborate over the Internet
Teams in games, especially in Massively Multiplayer Online Role-playing Games (MMORPGs)
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Challenges and opportunities in studying self-assembled project teams
• Theories
– Traditional teams with fixed boundaries vs. dynamics in
self-assembled project teams
• Data
– Difficulty of collecting fine-grained data for organizing
– Availability of big data thanks to the recent development in technological capability
• Methods
– New methods and techniques, such as exponential
random graph modeling or p*
• Computational Infrastructure
– Supercomputing cluster and petascale applications
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Three Levels of Team Analyses
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(b) Team as individuals
and relations (e.g. Guimera et al., 2005)
(a) Team as a unit (e.g. Ruef et al., 2003)
(c) Team as
individuals and tasks (Methodology adopted in
this study*)
Individual
Task
Bipartite Network Approach
* Zhu, M., Huang, Y., & Contractor, N. S. (2013). Motivations for self-assembling into project
teams. Social Networks, 35(2), 251–264.
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Personal Motivations on Project Team Assembly
• Self interest (Coleman, 1986; Monge & Contractor, 2003)
H1. Low-skilled individuals are more likely to join teams than high-skilled individuals.
• Mutual interest and collective action (Fulk et al., 2004; Feld,
1981,1984)
H2. Individuals are more likely to join teams for more difficult projects.
• Coordination cost (Becker & Murphy, 1992; Gulati & Singh, 1998)
H3. Individuals are less likely to join teams on projects that require a longer duration.
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Dyadic Motivations on Project Team Assembly
• Exchange and Dependency Theories (Blau, 1964; Homans, 1974)
H4. Individuals are less likely to collaborate with others with the same expertise.
• Homophily and Swift Trust (Carley, 1991; Ibarra & Andrews, 1993;
McPherson & Smith-Lovin, 1987)
H5a,b,c. Individuals are more likely to collaborate with others of
the same gender, similar age, and the same organizational affiliation.
• Homophily and Social Exchange (Blau, 1964; Homans, 1958,
1974)
H6. Individuals are more likely to collaborate with others with
similar skill levels.
• Coevolution (McKelvey, 1997; Guimera et al., 2005)
H7. Individuals who work together in one team are more likely to
join another team together.
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Structural signatures of hypotheses
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+
H2: Project difficulty
- H3: Project duration
- H1: Individual skill level
_
H4: Expertise matching
d.
+ H6: Skill level similarity
f.
H7: Coevolution
+ g.
+
H5a,b,c: Gender, age
& affiliation Similarity
e.
Person
Project
Person w/ attributes
Project w/ attributes
a.
b.
c.
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Dataset for empirical studies
• Data from a popular Massively Multiplayer Online Role
Playing Game (MMORPG) Everquest II (EQ2)
– 3D fantasy based game
– Server-side records
– Focus on combat teams
– First released on 2004 with 10+ expansions
– 3T+ server-side logs
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http://everquest2.station.sony.com/screenshots.vm
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Data • Dataset:
– Combat logs
• Sep. 5 – Sep. 11, 2006 on Guk Server as major dataset
– Player attributes(a snapshot around 6pm Sep. 4th, 2006)
• Gender, guild, and other character attributes
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Team Identification and Zone-based Sampling
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Team Network in Zone Antonica
Time Location Record
ID
Player
ID
XP class eff-lv Group
Level
size level reason
1 6342862 25082 1 27 1 22 22 2 38 5
1 6342862 25083 2 113 2 22 22 2 22 4
2 6342862 25085 1 13 1 22 22 2 38 5
2 6342862 25086 2 57 2 22 22 2 22 3
4 6342868 206247 3 53 1 25 24 5 29 5
4 6342868 206248 4 111 3 25 24 5 25 4
4 6342868 206249 5 106 3 22 24 5 22 4
4 6342868 206250 6 106 3 23 24 5 23 4
4 6342868 206251 7 106 2 22 24 5 22 4
Team 1: Player 1 & 2
Team 2: Player 3,4,5,6 & 7
4,537 project teams assembled by 2,426
unique player characters
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Statistical Analysis Methods • Exponential Random Graph Models (ERGMs) or p* models
(Frank & Strauss, 1986;Strauss & Ikeda,1990; Wasserman & Pattison, 1996)
– Dependence in network data
– Multiple levels of analysis
• ERGMs are a class of stochastic models that share the
following general form
where,
– Y is the network realization, similar to a random variable
– y is the observed network
– g(y) is a vector of structural signatures
– θ is a vector of coefficients corresponding to g(y); and k(θ) is a
normalizing factor
• Meta-analyses to aggregate results from 12 zones
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1( ) exp( ( ))
( )
TP Y y g yk
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Summary of results: Structural signatures of hypotheses
19
+
H2: Project difficulty
b.
-
H3: Project duration
c.
-
H1: Individual skill level
a. _
H4: Expertise matching
d.
+ H6: Skill level similarity
f.
H7: Coevolution
+ g.
+
H5a,b,c: Gender, age
& affiliation Similarity
e.
Person
Project
Person w/ attributes
Project w/ attributes
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Major findings on Team Assembly
• Individuals are motivated to join ad hoc teams to accomplish difficult projects but not projects with very long duration
• Individuals tend to collaborate with specific teammates who have complementary skills, those who have similar age or skill level, and those who have same organizational affiliation
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Correspondence analysis of team performance on bipartite networks
• Teams are often overlapping with each other
• Correspondence analysis (Wasserman & Faust, 1994)
can accommodate dependencies among teams
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192 players 189 teams
Affiliation network of individuals and teams in zone everfrost
with spring embedding layout
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Example: Multiple correspondence analysis of guild diversity and team
performance
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Guild diversity is positively related to short-term performance, and negatively related to long-term performance
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Discussions
• Boundary conditions of teams in EverQuest II
– Project teams with limited life span
– Clearly defined goals and membership
– Self-organized
– Diverse skills required
• Insights for assembling better teams
23
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What’s Next? Teams & Big Data
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(b) Team as individuals
and relations (a) Team as a unit (c)Team as individuals
and tasks
Individual
Task
Bipartite Network
(d) Ecosystem of teams
Hypergraph
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Mengxiao Zhu
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Acknowledgements
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Combat classes and social organizations in Everquest II
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Fighter Main “tank”, absorbing damage to protect the rest of the group
Priest Healing group members
Mage Attacking using magic powers from a distance
Scout Attacking in close proximity to enemies
Dhona
An In-game Guild Hall
Mengxiao Zhu
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Partnership
Trade
In-game mail
Instant messaging
Black: male
Red: female
Virtual world social system
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Descriptive statistics of variables
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Player Attributes Mean S.D. Min Median Max
Female 0.34 0 1
Fighter expertise class 0.32 0 1
Priest expertise class 0.25 0 1
Mage expertise class 0.25 0 1
Scout expertise class 0.18 0 1
Age 33.86 9.85 14 33 76
Skill level 40.90 16.41 2 41 70
Prior teaming 6.42 9.80 0 3 88
Team Project Attributes Mean S.D. Min Median Max
Teaming required 0.62 0 1
Project difficulty 39.03 14.81 8 38 72
Project duration 31.17 40.41 0 16 432
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Zone name # players # Teams Avg Team Size
Antonica 333 426 3.01
Commonlands 239 318 3.04
Desert of Flames 473 687 3.47
Enchanted 514 653 3.73
Everfrost 192 189 3.66
Feerrott 216 220 3.90
Kingdom of Sky 451 648 3.20
Lavastorm 168 159 3.80
Nektulos 223 244 3.05
Qeynos 80 67 2.39
Thundering Steppes 612 757 3.24
Zek 168 169 2.85
Descriptive Statistics of 12 Zone-based Samples
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Effect Hypothesis (s.e.)
Density (edge) Control 12 536 -0.85 (2.40)
Active players Control 12 94 -0.006 (0.128)
Big teams Control 12 213 -2.57* (1.29)
Female Control 12 131 -0.25 (0.14)
Age Control 12 96 0.01* (0.002)
Priest class Control 12 54 -0.16* (0.06)
Mage class Control 12 512 -0.14* (0.06)
Scout class Control 12 115 -0.33* (0.06)
Teaming tendency Control 12 778 0.02* (0.002)
Team required Control 12 241 0.51* (0.09)
Skill level H1 12 167 -0.004 (0.006)
Project difficulty H2 12 258 0.06* (0.01)
Project duration H3 12 156 -0.01* (<0.001)
Class matching H4 12 1253 -0.84* (0.08)
Gender matching H5a 12 201 -0.15 (0.10)
Age difference H5b 12 378 -0.01* (0.003)
Guild matching H5c 12 20671 1.44* (0.12)
Skill level difference H6 12 2358 -0.06* (0.008)
Re-teaming H7 12 1367 -0.03 (0.03)
Meta-analysis Results Over 12 Zones
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* p<0.05
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Effect Hypothesis (s.e.) Personal Motivations
Control variables not displayed
Skill level H1
Project difficulty H2
Project duration H3
Class matching H4
Gender matching H5a
Age difference H5b
Guild matching H5c
Skill level difference H6
Re-teaming H7
12 167 -0.004 (0.006)
12 258 0.06* (0.01)
12 156 -0.01* (<0.001)
12 1253 -0.84* (0.08)
12 201 -0.15 (0.10)
12 378 -0.01* (0.003)
12 20671 1.44* (0.12)
12 2358 -0.06* (0.008)
12 1367 -0.03 (0.03)
Meta-analysis results over 12 Zones
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* p<0.05
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Effect Hypothesis (s.e.)
Control variables not displayed
Skill level H1 12 167 -0.004 (0.006)
Project difficulty H2 12 258 0.06* Dyadic (0.01)Motivations
Project duration H3 12 156 -0.01* (<0.001)
Class matching H4 12 1253 -0.84* (0.08)
Gender matching H5a 12 201 -0.15 (0.10)
Age difference H5b 12 378 -0.01* (0.003)
Guild matching H5c 12 20671 1.44* (0.12)
Skill level difference H6 12 2358 -0.06* (0.008)
Re-teaming H7 12 1367 -0.03 (0.03)
* p<0.05
Meta-analysis results over 12 Zones
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