This content originally appeared on daverupert.com and was authored by daverupert.com
In 2013 Chong-U Lim wrote a research paper for MIT wordily titled Modeling Player Performance in Avatar Customization Using Social Network Data: A Case Study Using Virtual Items in Team Fortress 2. It’s all about the correlation between in-game loot —digital items people win or buy on the Steam marketplace— and player’s social status in an online competitive game called Team Fortress 2. What a phenomenal research topic! It’s a dense paper, so thankfully Tommy Thompson at the AI & Games YouTube channel breaks it down.
One interesting piece was how the study talks about players creating a “phantasmal identity” —a projection of real-world human ideas onto a digital avatar— and how the player’s identity is often projected in a “ridiculous and exaggerated fashion”. A machine learning model was able to classify and predict (with ~60% accuracy) a player’s social status (social interactions) based on their status performance (value of in-game hats). I think about this often, because it’s a fascinating look at the relationship between digital cosmetics (hats, skins, avatars, sprays) and social status broadcasting. Louis Vuitton, but Loot Boxes.
Anyways… NFTs
This content originally appeared on daverupert.com and was authored by daverupert.com
daverupert.com | Sciencx (2021-11-30T14:54:00+00:00) Status Performance Analysis in Team Fortress 2. Retrieved from https://www.scien.cx/2021/11/30/status-performance-analysis-in-team-fortress-2/
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