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 specic 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 denition.
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 denitions 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 denition 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
]. Specically, 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 eective 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 specic informal roles through the
spending of these resources, the large majority of the members in
the game community may not have sucient 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 specied MMORPG for
facilitating potential informal role detection across multiple time
snapshots. Dierent 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 ecacy 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 dierent 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
inuence players’ gaming experience [
15
,
29
,
31
,
57
]. For exam-
ple, Szell and Thurner [
52
] studied the structure of friend, enemy,
and communication networks and identied that friend and enemy
networks are topologically dierent. 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