在线游戏中的作弊通过观察和受害传播
Cheating in online gaming spreads through observation and victimization
摘要:
反社会行为具有传染性,可以在个体之间传播,并通过社交网络传播。此外,它不仅可以通过观察的第三方影响传播,就像创新或个人行为一样,而且还可以通过直接体验,通过“向前支付”的报复。在这里,我们通过分析大规模的数字跟踪数据来区分观察和受害对反社会行为传染的影响。我们研究了在线多人第一人称射击游戏中超过100万场比赛中作弊的传播,其中多达100名玩家单独或组队对抗陌生人。我们确定的事件序列中,观察或被杀死的玩家一定数量的骗子开始作弊,并评估这些序列将出现的程度,如果我们保留团队和互动结构,但假设替代的游戏场景。结果表明,社会传染只可能存在于那些既观察和经验作弊,这表明第三方的影响和“支付它转发”互惠积极互动。此外,这种效应只存在于那些观察和经历不止一次的人身上,这表明作弊在重复或多源暴露后更有可能传播。接近网络游戏作为社会系统的模型,我们使用的研究结果来讨论有针对性的干预策略,以阻止作弊和反社会行为的传播更普遍的在线社区,学校,组织和体育。
英文摘要:
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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