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Emergence of Good Conduct, Scaling and Zipf Laws in Human Behavioral Sequences in an Online World

Figure 4

World lines of good-bad action random walks of the 1,758 most active players (a), distribution of their slopes (b), and of their scaling exponents (c).

By definition, players who perform more good (bad) than bad (good) actions have the endpoints of their world lines above (below) 0 in (a) and only fall into the () category in (b). (d) World lines of action-received random walks, (e) distribution of their slopes and (f) of their scaling exponents . The inset in (d) shows only the world lines of bad players. These players are typically dominant, i.e. they perform significantly more actions than they receive. In total the players perform many more good than bad actions and are strongly persistent with good as well as with bad behavior, see (c), i.e. actions of the same type are likely to be repeated.

Figure 4

doi: https://doi.org/10.1371/journal.pone.0029796.g004