Guilds Annotated Bibliography

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This page is a place for us to record papers we think will be useful for our work. But, don't just add papers that seem interesting because that makes more work for everyone in the long run. Instead, skim or read the paper to work out how it could be useful to us.

Every paper should include:

  1. Title (with a link to the PDF, ideally use the PDF link on Slack if the paper should be behind a paywall)
  2. Authors
  3. Usefulness of the Paper for Us (this is important)
  4. Quotes from the text (only if needed as this can be less useful than a good summary)

Guild Background

Titles (with PDF Links) Authors Usefulness of Paper for Us Key Quotation
The Impact of Social Support of Guild Members and Psychological Factors on Flow and Game Loyalty in MMORPG J Kang, I Ko, Y Ko Interesting for the social aspect of guilds in a digital context "The objective of this study is to identify the relationships in which social support influences flow and game loyalty through character control, character identity, guild identity and self-esteem. For the study, focus group interviews were carried out with MMORPG gamers and, as a result, important factors such as social support and self-esteem were found. Based on pro or research and the focus group interviews with MMORPG gamers, the independent variables of social support and character control were

identified. Character identity, guild identity and self-esteem are proposed as mediating variables with flow and loyalty as the dependent variables. The research model and hypotheses were developed and then verified empirically. The data was collected from 244 WOW gamers to verify the research model and SEM analysis was then used to test goodness-of-fit of the model. The results were as follows: First, social support had a statistically significant impact on character control, character identity, guild identity and self-esteem. Second, character control had significant effects on character identity, guild identity and self-esteem. Third, character identity had a clear effect on self-esteem. Fourth, guild identity affected self-esteem, flow and loyalty. Fifth, self-esteem had a positive influence on flow."

What MMO Communities Don’t Do: A Longitudinal Study of Guilds and Character Leveling, Or Not N Poor Same interest as above "Guilds, a primary form of community in many online games, are thought to both aid gameplay and act as social entities. This work uses a three-year scrape of one game, World of Warcraft, to study the relationship between guild membership and advancement in the game as measured by character leveling, a defining and often studied metric. 509 guilds and 90,581 characters are included in the analysis from a three-year period with over 36 million observations, with linear regression to measure the effect of guild membership. Overall findings indicate that guild membership does not aid character leveling to any significant extent. The benefits of guilds may be replicated by players in smaller guilds or not in guilds through game affordances and human sociability."
The Communication Network Within the Crowd Ming Yin, Mary L. Gray Crowd workers in Mturk appeared to be working isolated, but it has found they are well communicating and networked during the tasks and it was proven using network theory. Most importantly conected workers tend to produce quality work and they are well experienced people. Our main result,and the main contribution of this paper, is that there is a

substantial communication network within the crowd. Put another way, the crowd is not a collection of independent workers. It is a network. The largest connected component of this network is made up mostly of U.S. workers communicating on various online MTurk forums on which discussion is mostly focused on aspects of MTurk work such as sharing HITs. The network additionally contains many smaller components composed largely of international workers talking with each other through one-on-one channels in which conversations focus on topics like the workers’ day-to-day lives in addition to MTurk work. Workers who are part of the network tend to communicate with other workers who are similar to themselves in terms of geographic location, worker experience, and the types of tasks they prefer. Being part of the network may confer some informational advantages to workers allowing them to hear about HITs before workers who are not part of the network. Overall, connected workers tend to be experienced and of high quality

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Related Quality Control Efforts

Titles (with PDF Links) Authors Usefulness of Paper for Us Key Quotation
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Additional Resources

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Great papers about Life cycle models of online communities, community roles - https://docs.google.com/document/d/1GVD00wWqk3Ws-KWNyKj30qoilypCjjNxMk-2F-L8qro/edit (Shared by Ryan) Papers relating to Crowd sourcing successes - http://crowdresearch.stanford.edu/w/index.php?title=Crowdsourcing_Success

Communication network within the crowd - http://people.seas.harvard.edu/~myin/WWW-16/turker_network1.pdf

Laboratories of Oligarchy? How The Iron Law Extends to Peer Production - https://mako.cc/academic/shaw_hill-laboratories_of_oligarchy-DRAFT.pdf

Is Odesk a global market ? - http://cii.oii.ox.ac.uk/2015/04/13/is-odesk-a-global-marketplace-visualizing-the-geographies-of-digital-work/