1539021
How women organize social networks different from men
Superpositions of social networks, such as communication, friendship, or trade networks, are called multiplex networks, forming the structural backbone of human societies. Novel datasets now allow quantification and exploration of multiplex networks. Here we study gender-specific differences of a multiplex network from a complete behavioral dataset of an online-game society of about 300,000 players. On the individual level females perform better economically and are less risk-taking than males. Males reciprocate friendship requests from females faster than vice versa and hesitate to reciprocate hostile actions of females. On the network level females have more communication partners, who are less connected than partners of males. We find a strong homophily effect for females and higher clustering coefficients of females in trade and attack networks. Cooperative links between males are under-represented, reflecting competition for resources among males. These results confirm quantitatively that females and males manage their social networks in substantially different ways.
11872871
Multirelational organization of large-scale social networks in an online world
The capacity to collect fingerprints of individuals in online media has revolutionized the way researchers explore human society. Social systems can be seen as a nonlinear superposition of a multitude of complex social networks, where nodes represent individuals and links capture a variety of different social relations. Much emphasis has been put on the network topology of social interactions, however, the multidimensional nature of these interactions has largely been ignored, mostly because of lack of data. Here, for the first time, we analyze a complete, multirelational, large social network of a society consisting of the 300,000 odd players of a massive multiplayer online game. We extract networks of six different types of one-to-one interactions between the players. Three of them carry a positive connotation (friendship, communication, trade), three a negative (enmity, armed aggression, punishment). We first analyze these types of networks as separate entities and find that negative interactions differ from positive interactions by their lower reciprocity, weaker clustering, and fatter-tail degree distribution. We then explore how the interdependence of different network types determines the organization of the social system. In particular, we study correlations and overlap between different types of links and demonstrate the tendency of individuals to play different roles in different networks. As a demonstration of the power of the approach, we present the first empirical large-scale verification of the long-standing structural balance theory, by focusing on the specific multiplex network of friendship and enmity relations.
2341021
Birds of a Feather: Homophily in Social Networks
Similarity breeds connection. This principle—the homophily principle—structures network ties of every type, including marriage, friendship, work, advice, support, information transfer, exchange, comembership, and other types of relationship. The result is that people's personal networks are homogeneous with regard to many sociodemographic, behavioral, and intrapersonal characteristics. Homophily limits people's social worlds in a way that has powerful implications for the information they receive, the attitudes they form, and the interactions they experience. Homophily in race and ethnicity creates the strongest divides in our personal environments, with age, religion, education, occupation, and gender following in roughly that order. Geographic propinquity, families, organizations, and isomorphic positions in social systems all create contexts in which homophilous relations form. Ties between nonsimilar individuals also dissolve at a higher rate, which sets the stage for the formation of niches (localize...
29645386
Networks and Contexts: Variation in the Structure of Social Ties1
A core axiom of sociology is that social structure affects and is affected by human behavior. The term “social structure” conveys two quite different meanings. One meaning is relational, involving networks of ties between individuals or groups of individuals. A second meaning refers to the contexts containing these individuals. Studies of neighborhood and community effects depend on variability in both types of social structure. Using data from multiple villages in Nang Rong, Thailand, this article documents substantial variability in network structure and shows that network structure covaries with context in meaningful ways, suggesting reciprocal effects of changes in both. Finally, it considers implications of variability in network structure, showing that social cohesion affects the likelihood of finding and interviewing former village residents.
2690560
Structure and tie strengths in mobile communication networks
Electronic databases, from phone to e-mails logs, currently provide detailed records of human communication patterns, offering novel avenues to map and explore the structure of social and communication networks. Here we examine the communication patterns of millions of mobile phone users, allowing us to simultaneously study the local and the global structure of a society-wide communication network. We observe a coupling between interaction strengths and the network's local structure, with the counterintuitive consequence that social networks are robust to the removal of the strong ties but fall apart after a phase transition if the weak ties are removed. We show that this coupling significantly slows the diffusion process, resulting in dynamic trapping of information in communities and find that, when it comes to information diffusion, weak and strong ties are both simultaneously ineffective.
18976515
The building blocks of economic complexity
For Adam Smith, wealth was related to the division of labor. As people and firms specialize in different activities, economic efficiency increases, suggesting that development is associated with an increase in the number of individual activities and with the complexity that emerges from the interactions between them. Here we develop a view of economic growth and development that gives a central role to the complexity of a country's economy by interpreting trade data as a bipartite network in which countries are connected to the products they export, and show that it is possible to quantify the complexity of a country's economy by characterizing the structure of this network. Furthermore, we show that the measures of complexity we derive are correlated with a country's level of income, and that deviations from this relationship are predictive of future growth. This suggests that countries tend to converge to the level of income dictated by the complexity of their productive structures, indicating that development efforts should focus on generating the conditions that would allow complexity to emerge to generate sustained growth and prosperity.
13194935
The Product Space Conditions the Development of Nations
Economies grow by upgrading the products they produce and export. The technology, capital, institutions, and skills needed to make newer products are more easily adapted from some products than from others. Here, we study this network of relatedness between products, or “product space,” finding that more-sophisticated products are located in a densely connected core whereas less-sophisticated products occupy a less-connected periphery. Empirically, countries move through the product space by developing goods close to those they currently produce. Most countries can reach the core only by traversing empirically infrequent distances, which may help explain why poor countries have trouble developing more competitive exports and fail to converge to the income levels of rich countries.
391349
Empirical Confirmation of Creative Destruction from World Trade Data
We show that world trade network datasets contain empirical evidence that the dynamics of innovation in the world economy indeed follows the concept of creative destruction, as proposed by J.A. Schumpeter more than half a century ago. National economies can be viewed as complex, evolving systems, driven by a stream of appearance and disappearance of goods and services. Products appear in bursts of creative cascades. We find that products systematically tend to co-appear, and that product appearances lead to massive disappearance events of existing products in the following years. The opposite–disappearances followed by periods of appearances–is not observed. This is an empirical validation of the dominance of cascading competitive replacement events on the scale of national economies, i.e., creative destruction. We find a tendency that more complex products drive out less complex ones, i.e., progress has a direction. Finally we show that the growth trajectory of a country’s product output diversity can be understood by a recently proposed evolutionary model of Schumpeterian economic dynamics.
118977358
Network topology of the interbank market
We provide an empirical analysis of the network structure of the Austrian interbank market based on Austrian Central Bank (OeNB) data. The interbank market is interpreted as a network where banks are nodes and the claims and liabilities between banks define the links. This allows us to apply methods from general network theory. We find that the degree distributions of the interbank network follow power laws. Given this result we discuss how the network structure affects the stability of the banking system with respect to the elimination of a node in the network, i.e. the default of a single bank. Further, the interbank liability network shows a community structure that exactly mirrors the regional and sectoral organization of the current Austrian banking system. The banking network has the typical structural features found in numerous other complex real-world networks: a low clustering coefficient and a short average path length. These empirical findings are in marked contrast to the network structures that have been assumed thus far in the theoretical economic and econo-physics literature.
120871854
Network and eigenvalue analysis of financial transaction networks
AbstractWe study a dataset containing all financial transactions between the accounts of practically all major financial 
players within Austria over one year. 
We empirically analyze transaction networks of money (in and out) flows and report the 
characteristic network parameters. We observe a significant dependence of network topology 
on the time scales of observation, and remarkably low correlation between node degrees and transaction volume. 
We further use transaction timeseries of the financial agents 
to compute covariance matrices and their eigenvalue spectra. Eigenvectors corresponding to 
eigenvalues deviating from the Marcenko-Pastur law are analyzed in detail. 
The potential for practical use as an automated detection mechanism for abnormal behavior 
of financial players is discussed. 
The opinion expressed in this paper is that of the authors and does not necessarily reflect the opinion of the OeNB or the ESCB.
148605958
Computational Social Science
A field is emerging that leverages the capacity to collect and analyze data at a scale that may reveal patterns of individual and group behaviors.
7195352
Tastes, ties, and time: A new social network dataset using Facebook.com
Scholars have long recognized the potential of Internet-based communication technologies for improving network research—potential that, to date, remains largely underexploited. In the first half of this paper, we introduce a new public dataset based on manipulations and embellishments of a popular social network site, Facebook.com. We emphasize five distinctive features of this dataset and highlight its advantages and limitations vis-a-vis other kinds of network data. In the second half of this paper, we present descriptive findings from our first wave of data. Subgroups defined by gender, race/ethnicity, and socioeconomic status are characterized by distinct network behaviors, and students sharing social relationships as well as demographic traits tend to share a significant number of cultural preferences. These findings exemplify the scientific and pedagogical potential of this new network resource and provide a starting point for future analyses.
1668884
Emergence of Good Conduct, Scaling and Zipf Laws in Human Behavioral Sequences in an Online World
We study behavioral action sequences of players in a massive multiplayer online game. In their virtual life players use eight basic actions which allow them to interact with each other. These actions are communication, trade, establishing or breaking friendships and enmities, attack, and punishment. We measure the probabilities for these actions conditional on previous taken and received actions and find a dramatic increase of negative behavior immediately after receiving negative actions. Similarly, positive behavior is intensified by receiving positive actions. We observe a tendency towards anti-persistence in communication sequences. Classifying actions as positive (good) and negative (bad) allows us to define binary ‘world lines’ of lives of individuals. Positive and negative actions are persistent and occur in clusters, indicated by large scaling exponents of the mean square displacement of the world lines. For all eight action types we find strong signs for high levels of repetitiveness, especially for negative actions. We partition behavioral sequences into segments of length (behavioral ‘words’ and ‘motifs’) and study their statistical properties. We find two approximate power laws in the word ranking distribution, one with an exponent of for the ranks up to 100, and another with a lower exponent for higher ranks. The Shannon -tuple redundancy yields large values and increases in terms of word length, further underscoring the non-trivial statistical properties of behavioral sequences. On the collective, societal level the timeseries of particular actions per day can be understood by a simple mean-reverting log-normal model.
1179233
The Scientific Research Potential of Virtual Worlds
Online virtual worlds, electronic environments where people can work and interact in a somewhat realistic manner, have great potential as sites for research in the social, behavioral, and economic sciences, as well as in human-centered computer science. This article uses Second Life and World of Warcraft as two very different examples of current virtual worlds that foreshadow future developments, introducing a number of research methodologies that scientists are now exploring, including formal experimentation, observational ethnography, and quantitative analysis of economic markets or social networks.
108674471
Synthetic Worlds: The Business and Culture of Online Games
From "EverQuest" to "World of Warcraft," online games have evolved from the exclusive domain of computer geeks into an extraordinarily lucrative staple of the entertainment industry. People of all ages and from all walks of life now spend thousands of hours-and dollars-partaking in this popular new brand of escapism. But the line between fantasy and reality is starting to blur. Players have created virtual societies with governments and economies of their own whose currencies now trade against the dollar on eBay at rates higher than the yen. And the players who inhabit these synthetic worlds are starting to spend more time online than at their day jobs. In "Synthetic Worlds," Edward Castronova offers the first comprehensive look at the online game industry, exploring its implications for business and culture alike. He starts with the players, giving us a revealing look into the everyday lives of the gamers-outlining what they do in their synthetic worlds and why. He then describes the economies inside these worlds to show how they might dramatically affect real world financial systems, from potential disruptions of markets to new business horizons. Ultimately, he explores the long-term social consequences of online games: If players can inhabit worlds that are more alluring and gratifying than reality, then how can the real world ever compete? Will a day ever come when we spend more time in these synthetic worlds than in our own? Or even more startling, will a day ever come when such questions no longer sound alarmist but instead seem obsolete? With more than ten million active players worldwide-and with Microsoft and Sony pouring hundreds of millions of dollars into video game development-online games have become too big to ignore. "Synthetic Worlds" spearheads our efforts to come to terms with this virtual reality and its concrete effects. "Illuminating. . . . Castronova's analysis of the economics of fun is intriguing. Virtual-world economies are designed to make the resulting game interesting and enjoyable for their inhabitants. Many games follow a rags-to-riches storyline, for example. But how can all the players end up in the top 10%? Simple: the upwardly mobile human players need only be a subset of the world's population. An underclass of computer-controlled 'bot' citizens, meanwhile, stays poor forever. Mr. Castronova explains all this with clarity, wit, and a merciful lack of academic jargon."-"The Economist" " " ""Synthetic Worlds" is a surprisingly profound book about the social, political, and economic issues arising from the emergence of vast multiplayer games on the Internet. What Castronova has realized is that these games, where players contribute considerable labor in exchange for things they value, are not merely like real economies, they "are" real economies, displaying inflation, fraud, Chinese sweatshops, and some surprising in-game innovations."-Tim Harford, "Chronicle of Higher Education "
6503702
Measuring social dynamics in a massive multiplayer online game
Abstract Quantification of human group-behavior has so far defied an empirical, falsifiable approach. This is due to tremendous difficulties in data acquisition of social systems. Massive multiplayer online games (MMOG) provide a fascinating new way of observing hundreds of thousands of simultaneously socially interacting individuals engaged in virtual economic activities. We have compiled a data set consisting of practically all actions of all players over a period of 3 years from a MMOG played by 300,000 people. This large-scale data set of a socio-economic unit contains all social and economic data from a single and coherent source. Players have to generate a virtual income through economic activities to ‘survive’ and are typically engaged in a multitude of social activities offered within the game. Our analysis of high-frequency log files focuses on three types of social networks, and tests a series of social-dynamics hypotheses. In particular we study the structure and dynamics of friend-, enemy- and communication networks. We find striking differences in topological structure between positive (friend) and negative (enemy) tie networks. All networks confirm the recently observed phenomenon of network densification. We propose two approximate social laws in communication networks, the first expressing betweenness centrality as the inverse square of the overlap, the second relating communication strength to the cube of the overlap. These empirical laws provide strong quantitative evidence for the Weak ties hypothesis of Granovetter. Further, the analysis of triad significance profiles validates well-established assertions from social balance theory. We find overrepresentation (underrepresentation) of complete (incomplete) triads in networks of positive ties, and vice versa for networks of negative ties. Empirical transition probabilities between triad classes provide evidence for triadic closure with extraordinarily high precision. For the first time we provide empirical results for large-scale networks of negative social ties. Whenever possible we compare our findings with data from non-virtual human groups and provide further evidence that online game communities serve as a valid model for a wide class of human societies. With this setup we demonstrate the feasibility for establishing a ‘socio-economic laboratory’ which allows to operate at levels of precision approaching those of the natural sciences. All data used in this study is fully anonymized; the authors have the written consent to publish from the legal department of the Medical University of Vienna.
16002703
Human group formation in online guilds and offline gangs driven by a common team dynamic.
Quantifying human group dynamics represents a unique challenge. Unlike animals and other biological systems, humans form groups in both real (offline) and virtual (online) spaces-from potentially dangerous street gangs populated mostly by disaffected male youths to the massive global guilds in online role-playing games for which membership currently exceeds tens of millions of people from all possible backgrounds, age groups, and genders. We have compiled and analyzed data for these two seemingly unrelated offline and online human activities and have uncovered an unexpected quantitative link between them. Although their overall dynamics differ visibly, we find that a common team-based model can accurately reproduce the quantitative features of each simply by adjusting the average tolerance level and attribute range for each population. By contrast, we find no evidence to support a version of the model based on like-seeking-like (i.e., kinship or "homophily").
143976816
Gender-specific use of the domestic telephone
The paper is based on a study on the uses of the telephone in 317 French homes. Detailed billing data over four months were collected and compared with interviews concerning each regular phone user in the household. We focus here on the correlation between the observed duration of phone calls and the gender of callers and receivers. The reasons why women telephone more are discussed and related to the gender homophily in telephone networks. Data also show that the duration of phone calls depends on the receiver's gender. We suggest that politeness rules may govern the telephone call, did we argue that these civility rules explain in part why the receiver's gender exerts the greatest effect on how the call is managed and on its overall duration. We propose to explore the hypothesis that telephone calls have an interactional format similar to that of a visit, but that status differences between caller and receiver may influence the unfolding of interactions between men and women through the caller's adjustment of his or her interaction style to the receiver's gender.
147063724
Age, Gender and Communication Networks
In this paper, we address some sociological and topological issues associated with mobile phone communication. Based on a dataset of a few million users, we use customers' age and gender information to study relation between these parameters and the average behavior of users in terms of number of calls, number of SMS and calls duration. We also study the dataset from a networking point of view: we define different profiles based on the topological properties of the personal network of each individual and study the relations between these profiles and the age of customers.
145748774
The Medium Makes a Difference
This study examines gender differences in instant messaging (IM). Participants recorded their IM conversations for 3 weeks and then submitted a sample of six conversations, three with male and three with female partners. The conversations were analyzed for a number of variables often found to show gender differences. In many ways, messages were similar regardless of the gender of the sender or the recipient. However, women sent messages that were more expressive than those sent by men.
19619919
Online computer gaming: a comparison of adolescent and adult gamers.
Despite the growing popularity of online game playing, there have been no surveys comparing adolescent and adult players. Therefore, an online questionnaire survey was used to examine various factors of online computer game players (n = 540) who played the most popular online game Everquest. The survey examined basic demographic information, playing frequency (i.e. amount of time spent playing the game a week), playing history (i.e. how long they had been playing the game, who they played the game with, whether they had ever gender swapped their game character, the favourite and least favourite aspects of playing the game, and what they sacrifice (if anything) to play the game. Results showed that adolescent gamers were significantly more likely to be male, significantly less likely to gender swap their characters, and significantly more likely to sacrifice their education or work. In relation to favourite aspects of game play, the biggest difference between the groups was that significantly more adolescents than adults claimed their favourite aspect of playing was violence. Results also showed that in general, the younger the player, the longer they spent each week playing.
28366159
Breaking the Stereotype: The Case of Online Gaming
Despite the rise of computer games as a leisure phenomenon, there has been relatively little research into this area. Furthermore, almost all of the research to date has concentrated on arcade or console games. More recently, the Internet has become a new medium in which players can play videogames. Since there is no published research in this area, some "benchmark" data on which future research can build was collected from two online gaming fan sites. Sociodemographics showed that the majority of players were male (approximately 85%). Over 60% of players were older than 19 years. The data provide clear evidence that the game clientele is very much an adult profile and suggest a different picture to the stereotypical image of an adolescent online gamer. The stereotype of the typical online player being a socially withdrawn young male with limited sex role identity appears to be misplaced.
107958167
Gender Swapping on the Internet
In text-based virtual reality environments on the Internet called MUDs, it is possible to pretend to be the opposite gender. In these virtual worlds, the way gender structures basic human interaction is often noticed and reflected upon. This paper introduces MUDs, and then presents a community discussion about gender issues that MUDs inspired. Next, a case study of one gender swapper examines why he chose to gender swap and what he and others around him learned from that experience. Gender swapping is one example of ways in which network technology can impact not just work practice but also culture and
7216607
Gender Swapping and Socializing in Cyberspace: An Exploratory Study
Massively multiplayer online role-playing games (MMORPGs) are one of the most interesting innovations in the area of online computer gaming. Given the relative lack of research in the area, the main aims of the study were to examine (a) the impact of online gaming (e.g., typical playing behavior) in the lives of online gamers, (b) the effect of online socializing in the lives of gamers, and (c) why people engage in gender swapping. A self-selecting sample of 119 online gamers ranging from 18 to 69 years of age (M = 28.5 years) completed a questionnaire. The results showed that just over one in five gamers (21%) said they preferred socializing online to offline. Significantly more male gamers than female gamers said that they found it easier to converse online than offline. It was also found that 57% of gamers had engaged in gender swapping, and it is suggested that the online female persona has a number of positive social attributes in a male-oriented environment.
11761086
Graph evolution: Densification and shrinking diameters
How do real graphs evolve over time? What are normal growth patterns in social, technological, and information networks? Many studies have discovered patterns in static graphs, identifying properties in a single snapshot of a large network or in a very small number of snapshots; these include heavy tails for in- and out-degree distributions, communities, small-world phenomena, and others. However, given the lack of information about network evolution over long periods, it has been hard to convert these findings into statements about trends over time.
 Here we study a wide range of real graphs, and we observe some surprising phenomena. First, most of these graphs densify over time with the number of edges growing superlinearly in the number of nodes. Second, the average distance between nodes often shrinks over time in contrast to the conventional wisdom that such distance parameters should increase slowly as a function of the number of nodes (like O(log n) or O(log(log n)).
 Existing graph generation models do not exhibit these types of behavior even at a qualitative level. We provide a new graph generator, based on a forest fire spreading process that has a simple, intuitive justification, requires very few parameters (like the flammability of nodes), and produces graphs exhibiting the full range of properties observed both in prior work and in the present study.
 We also notice that the forest fire model exhibits a sharp transition between sparse graphs and graphs that are densifying. Graphs with decreasing distance between the nodes are generated around this transition point.
 Last, we analyze the connection between the temporal evolution of the degree distribution and densification of a graph. We find that the two are fundamentally related. We also observe that real networks exhibit this type of relation between densification and the degree distribution.
14429797
Microscopic evolution of social networks
We present a detailed study of network evolution by analyzing four large online social networks with full temporal information about node and edge arrivals. For the first time at such a large scale, we study individual node arrival and edge creation processes that collectively lead to macroscopic properties of networks. Using a methodology based on the maximum-likelihood principle, we investigate a wide variety of network formation strategies, and show that edge locality plays a critical role in evolution of networks. Our findings supplement earlier network models based on the inherently non-local preferential attachment.
 Based on our observations, we develop a complete model of network evolution, where nodes arrive at a prespecified rate and select their lifetimes. Each node then independently initiates edges according to a "gap" process, selecting a destination for each edge according to a simple triangle-closing model free of any parameters. We show analytically that the combination of the gap distribution with the node lifetime leads to a power law out-degree distribution that accurately reflects the true network in all four cases. Finally, we give model parameter settings that allow automatic evolution and generation of realistic synthetic networks of arbitrary scale.
17376
Signed networks in social media
Relations between users on social media sites often reflect a mixture of positive (friendly) and negative (antagonistic) interactions. In contrast to the bulk of research on social networks that has focused almost exclusively on positive interpretations of links between people, we study how the interplay between positive and negative relationships affects the structure of on-line social networks. We connect our analyses to theories of signed networks from social psychology. We find that the classical theory of structural balance tends to capture certain common patterns of interaction, but that it is also at odds with some of the fundamental phenomena we observe --- particularly related to the evolving, directed nature of these on-line networks. We then develop an alternate theory of status that better explains the observed edge signs and provides insights into the underlying social mechanisms. Our work provides one of the first large-scale evaluations of theories of signed networks using on-line datasets, as well as providing a perspective for reasoning about social media sites.
5980200
Understanding mobility in a social petri dish
Despite the recent availability of large data sets on human movements, a full understanding of the rules governing motion within social systems is still missing, due to incomplete information on the socio-economic factors and to often limited spatio-temporal resolutions. Here we study an entire society of individuals, the players of an online-game, with complete information on their movements in a network-shaped universe and on their social and economic interactions. Such a “socio-economic laboratory” allows to unveil the intricate interplay of spatial constraints, social and economic factors, and patterns of mobility. We find that the motion of individuals is not only constrained by physical distances, but also strongly shaped by the presence of socio-economic areas. These regions can be recovered perfectly by community detection methods solely based on the measured human dynamics. Moreover, we uncover that long-term memory in the time-order of visited locations is the essential ingredient for modeling the trajectories.
12898660
Asymmetries of Men and Women in Selecting Partner
This paper investigates human dynamics in a large online dating site with 3,000 new users daily who stay in the system for 3 months on the average. The daily activity is also quite large such as 500,000 massage transactions, 5,000 photo uploads, and 20,000 votes. The data investigated has 276,210 male and 483,963 female users. Based on the activity that they made, there are clear distinctions between men and women in their pattern of behavior. Men prefer lower, women prefer higher qualifications in their partner.