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Multi-relational social networks in a large-scale MMORPG

Published: 15 August 2011 Publication History

Abstract

We analyze multi-relational social interaction networks in a large-scale commercial Massively Multiplayer Online Role-Playing Game(MMORPG). Our work is based on data from AION, currently the world's second most-played MMORPG with 3.4 million subscribers as of mid 2010, created and serviced by NCSoft, Inc. We construct and characterize six distinct interactivity networks (Friend, Private Messaging, Party invitation, Trade, Mail, and Shop), each representing diverse player interaction types.

References

[1]
S. Hill. MMO Subscriber Populations. http:// www.brighthub.com/video-games/mmo/articles/ 35992.aspx, March 2011.
[2]
M. Newman. The Structure and Function of Complex Networks. SIAM Rev., 45(2), 2003.
[3]
J. Rodgers and W. Nicewander. Thirteen Ways to Look at the Correlation Coefficient. The American Statistician, 42(1), 1988.
[4]
J. Onnela, J. Samamaki, J. Hyvonen, G. Szabo, M. Menezes, K. Kaski, A. Barabasi, and J. Kertesz. Analysis of a Large-scale Weighted Network of One-to-one Human Communication. New Journal of Physics, 9(6), 2007.
[5]
R. Milo, S. Shen-Orr, S. Itzkovitz, N. Kashtan, D. Chklovskii, and U. Alon. Network Motifs: Simple Building Blocks of Complex Network. Science, 298(5594), 2002.

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  1. Multi-relational social networks in a large-scale MMORPG

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    Published In

    cover image ACM Conferences
    SIGCOMM '11: Proceedings of the ACM SIGCOMM 2011 conference
    August 2011
    502 pages
    ISBN:9781450307970
    DOI:10.1145/2018436
    • cover image ACM SIGCOMM Computer Communication Review
      ACM SIGCOMM Computer Communication Review  Volume 41, Issue 4
      SIGCOMM '11
      August 2011
      480 pages
      ISSN:0146-4833
      DOI:10.1145/2043164
      Issue’s Table of Contents
    Permission to make digital or hard copies of part or all of this work for personal or classroom use is granted without fee provided that copies are not made or distributed for profit or commercial advantage and that copies bear this notice and the full citation on the first page. Copyrights for third-party components of this work must be honored. For all other uses, contact the Owner/Author.

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    Association for Computing Machinery

    New York, NY, United States

    Publication History

    Published: 15 August 2011

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    Author Tags

    1. massively multiplayer online game
    2. quantitative social science
    3. social network analysis

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    SIGCOMM '11
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    SIGCOMM '11: ACM SIGCOMM 2011 Conference
    August 15 - 19, 2011
    Ontario, Toronto, Canada

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    SIGCOMM '11 Paper Acceptance Rate 32 of 223 submissions, 14%;
    Overall Acceptance Rate 462 of 3,389 submissions, 14%

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