RoleSeer Understanding Informal Social Role Changes in MMORPGs via Visual Analytics

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RoleSeer: Understanding Informal Social Role Changes in
MMORPGs via Visual Analytics
Laixin Xie
School of Information Science and
Technology, ShanghaiTech University
Shanghai, China
xielx@shanghaitech.edu.cn
Ziming Wu
Interactive Entertainment Group,
Tencent Inc.
Shenzhen, China
zwual@connect.ust.hk
Peng Xu
User Experience Center, NetEase Inc.
Hangzhou, China
alexkdd@163.com
Wei Li
College of Creative Design, Shenzhen
Technology University
Shenzhen, China
helloweili@icloud.com
Xiaojuan Ma
Department of Computer Science and
Engineering, The Hong Kong
University of Science and Technology
Hong Kong, China
mxj@cse.ust.hk
Quan Li
School of Information Science and
Technology, ShanghaiTech University
Shanghai, China
liquan@shanghaitech.edu.cn
ABSTRACT
Massively multiplayer online role-playing games create virtual com-
munities that support heterogeneous “social roles” determined by
gameplay interaction behaviors under a specic social context. For
all social roles, formal roles are pre-dened, obvious, and explicitly
ascribed to the people holding the roles, whereas informal roles
are not well-dened and unspoken. Identifying the informal roles
and understanding their subtle changes are critical to designing
sociability mechanisms. However, it is nontrivial to understand the
existence and evolution of such roles due to their loosely dened,
interconvertible, and dynamic characteristics. We propose a visual
analytics system, RoleSeer, to investigate informal roles from the
perspectives of behavioral interactions and depict their dynamic
interconversions and transitions. Two cases, experts’ feedback, and
a user study suggest that RoleSeer helps interpret the identied
informal roles and explore the patterns behind role changes. We
see our approach’s potential in investigating informal roles in a
broader range of social games.
CCS CONCEPTS
Human-centered computing Human computer interac-
tion (HCI);Visualization; User studies.
KEYWORDS
social role, social network, graph embedding, gameplay
ACM Reference Format:
Laixin Xie, Ziming Wu, Peng Xu, Wei Li, Xiaojuan Ma, and Quan Li. 2022.
RoleSeer: Understanding Informal Social Role Changes in MMORPGs via
The corresponding author.
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CHI ’22, April 29-May 5, 2022, New Orleans, LA, USA
©2022 Association for Computing Machinery.
ACM ISBN 978-1-4503-9157-3/22/04. . . $15.00
https://doi.org/10.1145/3491102.3517712
Visual Analytics. In CHI Conference on Human Factors in Computing Systems
(CHI ’22), April 29-May 5, 2022, New Orleans, LA, USA. ACM, New York, NY,
USA, 17 pages. https://doi.org/10.1145/3491102.3517712
1 INTRODUCTION
Like in real-life communities, heterogeneous social dynamics are
also observed in virtual communities. Massively multiplayer online
role-playing games (MMORPGs) are essentially virtual communities
in the form of role-playing. As the gameplay takes place, members of
the community adopt dierent social roles (i.e., “a set of expectations
and norms that dene how people playing the roles should and would
behave in a social situation” [
4
,
25
]). Some roles are public and
ocial. They can be easily observed from the given positions or
titles, often labeled as warriors,mages,hunters in games like World
of Warcraft (WoW). As these roles are evidently pronounced by the
game mechanism and independent from the individual behavior
patterns, they are often recognized as formal roles [
2
]. However,
compared to the formal roles, some roles are less evident but can
be equally important. For instance, a member’s social status is
primarily inuenced by its contribution to the community. When
an old member helps a newcomer, it adds to the eort of building a
healthy community culture – Altruism behaviors like such fortify
the sense of belonging, which will eventually benet the community
as an entirety. Alternatively, players may also only take periphery
positions and play as bystanders. The dierence of these acts may
marginally aect the formal roles but subtly shift the community’s
social structure. Based on players’ respective inuence upon the
social attributes, roles such as dungeon leader,ghter,isolate,social
butteries, and information giver are naturally assigned based on
their explicit play behaviors [
2
,
4
,
21
,
25
]. Following social studies [
4
,
25
], we use informal roles
1
to represent the later, less evident roles,
which are naturally determined by players’ gameplay behaviors.
Characterizing the collective conguration of informal roles
in a community and understanding the existence and changes of
roles within are essential ways to study MMORPG communities.
First, informal roles are greatly inuenced by existing formal roles.
They will often replace or supplement formal social roles [
49
],
1
https://eagle.northwestu.edu/faculty/gary-gillespie/roles-and-small-group-
communication/
arXiv:2210.10698v1 [cs.HC] 19 Oct 2022
CHI ’22, April 29-May 5, 2022, New Orleans, LA, USA Xie, L., Wu, Z., Xu, P., Li, W., Ma, X., Li, Q.
which can provide insights into the sociability design of gameplay
mechanisms that can facilitate the formation of specic informal
roles [
1
]. Second, analyzing how individuals’ informal roles vary
regarding their behaviors can promote the long-term operations
of a virtual community, such as drawing in lapsed gamers and
encouraging, e.g., “isolate” players to change their roles.
However, identifying informal roles and understanding the rea-
sons behind their existence and changes is nontrivial due to several
issues:
(1) Loose denition.
Existing literature has attempted to
provide descriptions of informal roles in MMORPGs. For example,
an early study on text-based multi-user dungeons (often referred
to as the predecessor of MMORPGs) categorized the typology of
roles into four groups [
7
]: killers who like to annoy other players;
socializers who want causal social interaction with other players;
achievers who aim to master the game, and explorers who enjoy
exploring the game world. Although they provide grounded the-
ories for later research on social roles in the context of graphical
MMORPGs, the current denitions of the limited set of informal
roles are primarily based on prior knowledge of game designers and
analysts. Consequently, existing methods for deriving meaningful
roles or patterns using pure statistical analysis approaches are insuf-
cient without a delineated denition of informal roles, especially
for those unspoken ones, making automated solutions of informal
roles mining challenging to achieve.
(2) Dynamic interconver-
sion and evolution.
Informal roles are based on human needs
for trust, support, resource sharing irrespective of whether they
operate in real life or a virtual setting [
32
]. Specically, these roles
result from social interaction and negotiation between the actor
and those they interact with. They are dynamically developing and
interconvertible over time, i.e., players may switch from one role to
another. Given such characteristics of informal roles, summarizing
and understanding the temporal properties of the dynamic inter-
conversion and evolution of informal roles in an MMORPG virtual
community can help reveal players’ exploration patterns and shed
light upon the eective socialization mechanism of the players from
a global perspective.
(3) Diverse paths behind role formations.
Diverse steps of social exploration (i.e., social self-discovery help-
ing an individual understand their own social needs [28]) precede
forming a particular informal role. For example, players may need
to balance their personal and social time or choose between large
but weak social ties and a few strong social ties when interacting
with other virtual companions in the game [
39
,
40
]. Although a
small number of players with abundant external resources (e.g.,
time and money) could take on specic informal roles through the
spending of these resources, the large majority of the members in
the game community may not have sucient external resources at
their disposal. Instead, players adopt some informal roles through
gameplay interactions. Inspecting the diverse paths behind the for-
mations of such informal roles is more important because they
can explain how people interact, collaborate, and work together to
cultivate community building and growth. It can also increase the
participant’s awareness of their social interaction [50].
Most previous work tends to study the social role from “who the
users are” and then “what the users do” rather than behavioral in-
teractions between them in the virtual community, or they assumed
a prior knowledge about the social roles (e.g., focusing on the con-
tents of the players’ posting or activities) [
2
,
12
,
56
]. Although such
studies have been helpful, we argue that focusing on behavioral
interactions would cast new light on social roles in virtual worlds.
Thus, to ll the gap, we propose RoleSeer, an interactive visual ana-
lytics system that helps game designers and game user experience
(UX) practitioners understand informal roles and paths behind their
formations and dynamic changes in the context of an MMORPG.
To give detailed elaborations on the proposed idea and follow-up
implementations, we organize this work as follows. We rst ob-
serve our collaborating game team’s current gaming social role
analysis practices and identify their primary needs and concerns.
Then, we adapt a dynamic network embedding and alignment ap-
proach to the friendship network in the specied MMORPG for
facilitating potential informal role detection across multiple time
snapshots. Dierent clusters of potential informal roles and their
interconversion and evolution across these clusters are discovered
by projecting the resulting embeddings onto a low-dimensional
space. We further support the experts to explore players’ diverse
behavioral interactions that lead to their role changes. Based on
these objectives, we develop a visual analytics system to support
ne-grained informal role analysis at the overview, role cluster,
and individual levels. Lastly, we present several case studies and
interview feedback with domain experts to evaluate the ecacy of
our system. We outline the contributions of this work as follows.
We shadow domain experts’ daily working processes and
conduct interviews to get insight into their current practice
in understanding informal role changes.
We identify the potential informal roles from the perspec-
tive of behavioral interaction analysis through an adapted
dynamic network embedding and alignment model in the
context of an MMORPG.
We depict the interconversion and evolution of informal
roles across dierent time snapshots and explore the patterns
behind the role changes via a visual analytics system.
2 RELATED WORK
Literature that overlaps this work can be categorized into three
groups: social network analysis in MMORPGs,graph latent represen-
tations, and dynamic graph visualization.
2.1 Social Network Analysis in MMORPGs
Studies that focus on social network analysis in MMORPGs sug-
gest that players’ social behaviors and interactions considerably
inuence players’ gaming experience [
15
,
29
,
31
,
57
]. For exam-
ple, Szell and Thurner [
52
] studied the structure of friend, enemy,
and communication networks and identied that friend and enemy
networks are topologically dierent. Ducheneaut et al. [
17
] and
Chen et al. [
13
] used traditional metrics in social network analysis
such as density and centrality to analyze the properties of player
guilds in WoW. Lu et al. [
37
] proposed BeXplorer to explore the
dynamic interplay among multiple types of behaviors. Li et al. [
36
]
investigated the evolution of egocentric players and focused on
the relationship between a player (ego) and his/her directly linked
friends (alters). They also inferred how changes in an ego’s inter-
active behaviors might propagate through the friendship network.
However, their work captured the evolutionary pattern based on
ego networks at a microscopic level, a case-by-case analysis. Our
RoleSeer: Understanding Informal Social Role Changes in MMORPGs via Visual Analytics CHI ’22, April 29-May 5, 2022, New Orleans, LA, USA
work identies representative informal roles from the perspectives
of structural analysis at a global level. Furthermore, we study the
underlying patterns that drive the interconversion and transition
of informal roles held by players across multiple time snapshots.
Apart from studying the overall social relationships within a
virtual community, other studies attempted to investigate play-
ers’ social status or social roles such as leader,core members, and
newcomers [
2
]. For example, Williams et al. [
56
] conducted inter-
views with hardcore players and demonstrated the importance of
leaders and critical structural positions within a virtual commu-
nity. Canossa et al. [
12
] applied standard social network features to
identify “inuencers” to an online multiplayer shooter game. The
result shows that network feature-dened inuencers had an out-
sized impact on the playtime and social play of players joining their
in-game network. These studies shed light upon the social role anal-
ysis in the game community. However, the previous social roles are
pre-dened in an initial set of categories such as “inuencer” and
“hardcore player” based on experts’ prior knowledge or manually
categorized using thematic and content analysis [
2
], which cannot
identify more unspoken informal roles. Ang et al. [
2
] observed
the “chat interaction” to determine the structural characteristics of
three social roles of a guild community in WoW : densely connected
core members, loosely connected semi-periphery members, and
disconnected periphery players. However, they only focused on a
small guild in one static snapshot and verbal interactions among
players. In our work, we identify informal roles based on behav-
ioral interactions. We study the players’ non-verbal interaction
and explain the interconversion and transitions of informal roles.
Ducheneaut et al. [
16
] analyzed the prevalence and extent of social
activities to investigate whether (and how) a game’s “social factor”
can contribute to the game’s success. They found that playing the
game is like being “alone together,” i.e., surrounded by others but
not necessarily actively interacting with them. Their study suggests
designs for online games in which encouraging and supporting di-
rect interactions might be “less important” than designing for the
“spectator experience” and a sense of social presence, indicating dif-
ferent social interactions and roles may be equally important to the
game’s success. Motivated by their work, we study informal roles’
existence and dynamic transitions for a better user experience.
2.2 Graph Latent Representations
Graph latent representations have demonstrated their practical-
ity in many graph analysis applications and downstream machine
learning tasks such as node classication, clustering, and link pre-
diction [
10
]. Perozzi et al. [
44
] developed a random walk-based
method, DeepWalk, to learn latent representations for nodes by
generalizing neural language models to preserve the higher-order
proximity between nodes. Node2Vec [
24
] provides a trade-o be-
tween breadth-rst search (BFS) and depth-rst search (DFS) in the
random walk process. Van den Elzen et al. [
55
] derived snapshot
representations from adjacency matrices and then projected the
snapshots onto a 2D space for network state discovery. Dal Col et
al. [
14
] used the coecients of graph wavelets to represent nodes
for evolutionary local change discovery. Xu et al. [
60
] exploited
diachronic node embeddings (DNE) for better preserving structural
and temporal properties. They further designed a system for an in-
teractive exploration of dynamic networks. Particularly, its backend
model rst extracts node embeddings of dierent timestamps and
then applies embedding alignment, which shows strong capability
in capturing local information, i.e., the similarity among players.
Eren et al. [
11
] displayed the similarity and dierence of temporally
dynamic graphs by sorting the graph embedding vectors. Our ap-
proach is dierent from the above works on two dimensions. First,
they applied DeepWalk to the network at each time snapshot and ini-
tialized the embedding results to preserve the temporal community,
while we replaced the underlying DeepWalk with Struc2Vec [
46
] for
baseline model comparison. The adapted version can maintain the
structural similarity that captures the “roles" of nodes in the graph.
Second, we focus on the interaction patterns that explain informal
roles’ existence, interconversion, and transitions.
2.3 Dynamic Graph Visualization
Dynamic graph visualization has been attracting researchers’ at-
tention for a long time. Two primary visualization methods have
been proposed: animation and timeline-based methods. Particularly,
the former method simulates the graph dynamic evolution by re-
drawing the graph at each step, visualizing it with a node-link
diagram [
8
], showing its structural characteristics. However, anima-
tion techniques are desirable to reduce the complexity of dynamic
graphs to facilitate visualization; however, they are inadequate to
support detailed network analysis and interpretation of tempo-
ral properties [
3
]. Meanwhile, users must maintain a mental map
in each snapshot for comparison [
3
,
5
]. Instead of animating the
network as a sequence, timeline-based techniques directly draw
the network in a static image at each time step along a timeline,
providing a better temporal overview of the dynamic graph [
23
].
Small multiples such as matrices [
43
] and node-link diagrams [
8
]
are employed to study position changes of nodes within the dy-
namic graph [
54
]. Although these methods can capture temporal
structural changes, human cognition often limits the discovery
of temporal patterns. Furthermore, when analyzing an extensive
network, one may encounter scalability diculties when space
is limited [
18
,
45
]. In this work, we combine timeline visualiza-
tion with our graph latent representations. Precisely, the latent
graph representation captures the structural similarity and dynam-
ics within a short period (e.g., 6hours for one step). The timeline
aligns the corresponding informal roles with visualizing the overall
trend across the entire time steps. Thus, we could accurately cap-
ture the dynamics since we analyze the graph in a much shorter
period while still maintaining an overview of the overall changes,
achieving a balance of detail and abstraction.
3 OBSERVATIONAL STUDY
This section presents the background information of the showcased
game and the game team we collaborate with. Then, we shadow the
experts’ daily working process and summarize their conventional
practice and bottlenecks. Finally, we distill the design requirements
based on the results of expert interviews.
CHI ’22, April 29-May 5, 2022, New Orleans, LA, USA Xie, L., Wu, Z., Xu, P., Li, W., Ma, X., Li, Q.
Table 1: Event and intimacy: 𝑋indicates varying intimacy values of dierent events. 𝑁shows no upper bound.
killing monster killing player task Using props ghting chatting carbon battle
each increase 1 1 X X 25 2 X 120
weekly bound 1500 300 100 5000 350 210 N N
3.1 About the Game and the Team
The game studied in this work is a typical MMORPG that provides
various systems to facilitate social interactions among players, such
as text/voice chatting and in-game activities. Among all the systems,
the friendship system is the most popular one, allowing players to
nish specic tasks, e.g., adding others as friends, seeking help, or
nding teammates for challenging dungeons. Typically, friendship
closeness is measured by the “intimacy value” between two players,
designed by the game team to evaluate the degree of social interac-
tion between two players. Dierent interactions such as chatting,
killing monsters, and battles among players contribute to varying
intimacy values (Table 1).
Figure 1: The impact of the number of players’ social rela-
tions established in the rst week on the players’ retention
rate in the next week: x-axis indicates the number of social
ties found in the rst week. The top half y-axis shows the
retention rate of players in the next week, and the bottom
half y-axis is the number of the involved players. Three red
rectangles indicate the retention dierences between play-
ers with
0
and
1
social relation in terms of three intimacy
thresholds (i.e., dierent values of intimacy).
We collaborated with a team of experts from an internet game
company, including one user experience (UX) engineer (E1, female,
age: 28), one data analyst (E2, male, age: 29), and two game designers
(E3, male, age: 29, E4, male, age: 30), to study players’ socialization
in the MMORPG as mentioned above. All experts have been in
the game industry for more than ve years, and they have been
involved in this specic MMORPG since its preliminary inception.
One of the primary responsibilities of the game team is constantly
improving the game’s retention rate. According to a preliminary
analysis of the game team (Figure 1), players with certain social
relations have a 20% higher retention rate than those without social
ties (indicated by the three red rectangles). Meanwhile, specic
turning points can be witnessed. For example, players with 5
7social relations have a considerably higher retention rate than
those with fewer social ties. The experts commented that social
ties could help improve players’ retention, thus considering 57
social relations the target value of players’ socialization guidance
in the early gaming stage. This initial observation also motivates
our work. The game team wanted to observe how players establish
social relations and get involved in the community, so they could
design better social mechanisms to support players’ socialization.
3.2 Experts’ Conventional Practice and
Bottlenecks
To obtain detailed information of the game experts’ current prac-
tice, with consent, we shadowed the team’s daily working process,
including videotaping how they observed players experiencing the
game, conducting testing experiments, and on-site interviews with
the players. Later, we carried out a retrospective analysis with the
game team on their conventional practices. Particularly, to tackle
the issue mentioned above, the game team attempted to use a node-
link diagram to visualize how players establish their social relations
over time. They found that at the beginning of the game, three or
four players may set up a small group, and the connections within
the group become close. Then, the small group begins to establish
social contact with external players, followed by integration with
another group. Finally, the newly formed group integrates into a
larger one. The experts identied that most players (approximately
60%) follow a similar procedure in-game socialization, and their
topological positions in the entire social network are quite dierent.
For example, in Figure 2, red dots indicate players entering the
game after the rst day of game release (marked as PAs), and black
dots indicate players entering the game on the rst day (marked as
PBs). E1 compared the top three largest communities and drew the
following three conclusions. First, in the rst network (Figure 2 (a)),
the proportion of PAs is higher compared with that in the other
two networks (Figure 2 (bc)). Second, most PAs are in the central
areas of the network (Figure 2 (a)). Third, PAs establish more social
relations in Figure 2 (a), i.e., red dots with only one social tie are few.
Many nodes have been integrated into groups or have established
multiple social relations. In Figure 2 (bc), PAs are mainly distributed
in the peripheral areas with few social relations.
Figure 2: The force-directed layout of the social networks in
three virtual communities. (a) PAs are well integrated into
the community. (b – c) PAs are mainly distributed in the pe-
ripheral areas and have fewer social relations.
Although the experts obtained some initial insights into how
players’ socialization aects the integration into the community,
they encountered the following issues when trying to make sense of
摘要:

RoleSeer:UnderstandingInformalSocialRoleChangesinMMORPGsviaVisualAnalyticsLaixinXieSchoolofInformationScienceandTechnology,ShanghaiTechUniversityShanghai,Chinaxielx@shanghaitech.edu.cnZimingWuInteractiveEntertainmentGroup,TencentInc.Shenzhen,Chinazwual@connect.ust.hkPengXuUserExperienceCenter,NetEas...

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