"Emergence of good conduct, scaling and Zipf laws in human behavioral
sequences in an online world" http://arxiv.org/abs/1107.0392

> "...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 alpha~0.87 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*..." [emphasis added]

popularization: "Virtual World Study Reveals the Origin of Good and
Bad Behavior Patterns"
http://www.technologyreview.com/blog/arxiv/26967/

> "...Thurner and co found that positive behaviour intensifies after an 
> individual receives a positive action.
>
> However, they also found a far more dramatic increase in negative behaviour 
> immediately after an individual receives a negative action. "The probability 
> of acting out negative actions is about 10 times higher if a person received 
> a negative action at the previous timestep than if she received a positive 
> action," they say.
>
> Negative action is also more likely to be repeated than merely reciprocated, 
> which is why it spreads more effectively.
>
> So negative actions seem to be more infectious than positive ones.
>
> However, players with a high fraction of negative actions tend to have 
> shorter lives. Thurner and co speculate that there may be two reasons for 
> this: "First because they are hunted down by others and give up playing, 
> second because they are unable to maintain a social life and quit the game 
> because of loneliness or frustration."
>
> So the bottom line is that the society tends towards positive behaviour."

Well, maybe in the game they studied, _Pardus_. I couldn't say about
Wikipedia...

-- 
gwern
http://www.gwern.net

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