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Making "Friends" in a Virtual World: The Role of Preferential Attachment, Homophily, and Status

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Social Science Computer Review

Published online on

Abstract

Graphical virtual worlds add two new layers to the old question what determines friendship formation. First, it is possible to distinguish between off-line (player) and online (avatar) characteristics. Second, these environments offer new possibilities for studying friendship formation. By tracking friendship requests and their acceptance rate, researchers are able to distinguish between with whom players want to become friends and with whom they actually do become friends. This article examined friendship formation in Timik, a graphical virtual world targeted at Polish teenagers. Homophily, preferential attachment and status were tested as possible underlying mechanisms. Results showed that preferential attachment and status drove invitations: Players wanted to become friends with high-status players. However, high-status players were also more likely to reject offers. Homophily only played a minor role. Players preferred players of the same avatar class and similar age but of the opposite sex. Too similar avatars were disliked. The results are discussed in the light of the generalizability of off-line theories of friendship formation to online worlds.