This link has been bookmarked by 10 people . It was first bookmarked on 07 Jun 2006, by Erik Stattin.
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19 Aug 10
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23 Oct 09
Christopher AllenBLOGPOST: "This shows that guild cohesion is relatively easy to maintain up to size 10, but becomes much more difficult to maintain as guilds grow larger."
dunbar number group cohesion size cooperation community collaboration wow warcraft blog lifewithalacrity christopherallen
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16 Jun 07
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07 Jun 06
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10 May 06
Thomas Vander WalOverview of social networking mappings in World of Warcraft gaming
academic collaboration design games programming research socialsoftware trust socialnet socialweb socialnetwork groups interaction community communication localinfocloud play gaming action analysis statistics modelofattraction moa
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03 Dec 05
Howard Rheingoldypothesize that the optimal size for active group members for creative and technical groups -- as opposed to exclusively survival-oriented groups, such as villages -- hovers somewhere between 25-80, but is best around 45-50. Anything more than this and th
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n Nic & Nick's more recent research, they are looking deeper and are mapping social networks on World of Warcraft. Using tools available to them, over the course of the month of August they looked at 241,378 characters and 5569 guilds. From that data they were able to able to discover how often guild members were co-present (online at the same time) or co-located (online and in the same zone in the game).
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These results strong support my hypothesis in my original Dunbar Number post, where I...
hypothesize that the optimal size for active group members for creative and technical groups -- as opposed to exclusively survival-oriented groups, such as villages -- hovers somewhere between 25-80, but is best around 45-50. Anything more than this and the group has to spend too much time "grooming" to keep group cohesion, rather then focusing on why the people want to spend the effort on that group in the first place -- say to deliver a software product, learn a technology, promote a meme, or have fun playing a game. Anything less than this and you risk losing critical mass because you don't have requisite variety.
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29 Oct 05
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Johann RichardThere is some more excellent research this week by Nick Yee and Nicolas Ducheneaut in the PlayOn blog. Again, their research provides good insight into social group dynamics as they appear in online games.
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