相关论文: Cheating in online gaming spreads through observat…
The spread of socially-learnt behaviours occurs in many animal species, and understanding how behaviours spread can provide novel insights into the causes and consequences of sociality. Within wild populations, behaviour spread is often…
Online social interactions in multiplayer games can be supportive and positive or toxic and harmful; however, few methods can easily assess interpersonal interaction quality in games. We use behavioural traces to predict affiliation between…
In recent years, a large body of research has demonstrated that judgments and behaviors can propagate from person to person. Phenomena as diverse as political mobilization, health practices, altruism, and emotional states exhibit similar…
Much research has focused on the deleterious effects of free-riding in public goods games, and a variety of mechanisms that suppresses cheating behaviour. Here we argue that under certain conditions cheating behaviour can be beneficial to…
The spread of new ideas, behaviors or technologies has been extensively studied using epidemic models. Here we consider a model of diffusion where the individuals' behavior is the result of a strategic choice. We study a simple coordination…
Cooperation can be supported by indirect reciprocity via reputation.Thanks to gossip, reputations are built and circulated and humans can identify defectors and ostracise them. However, the evolutionary stability of gossip is allegedly…
Current schemes to detect cheating in online games often build on the assumption that the applied cheat takes actions that are drastically different from normal behavior. For instance, an Aimbot for a first-person shooter is used by an…
In the context of competitive multiplayer games, collusion happens when two or more teams decide to collaborate towards a common goal, with the intention of gaining an unfair advantage from this cooperation. The task of identifying…
In this work we explore cyberbullying and other toxic behavior in team competition online games. Using a dataset of over 10 million player reports on 1.46 million toxic players along with corresponding crowdsourced decisions, we test…
Gossip has been shown to be a relatively efficient solution to problems of cooperation in reputation-based systems of exchange, but many studies don't conceptualize gossiping in a realistic way, often assuming near-perfect information or…
One major function of social networks (e.g., massive online social networks) is the dissemination of information such as scientific knowledge, news, and rumors. Information can be propagated by the users of the network via natural…
With the passage of time, the development of communication technology and transportation broke the isolation among people. Relationship tends to be complicated, pluralism, dynamism. In the network where interpersonal relationship and…
This paper investigates online distributed aggregative games with time-varying cost functions, where agents are interconnected through an unbalanced communication graph. Due to the distributed and noncooperative nature of the game, some…
Understanding social interactions and generous behaviors have long been of considerable interest in the social science community. While the contagion of generosity is documented in the real world, less is known about such phenomenon in…
Security games model the confrontation between a defender protecting a set of targets and an attacker who tries to capture them. A variant of these games assumes security interdependence between targets, facilitating contagion of an attack.…
A mathematical model for behavioral changes by pair interactions (i.e. due to direct contact) of individuals is developed. Three kinds of pair interactions can be distinguished: Imitative processes, avoidance processes, and compromising…
In this paper we show that gossip algorithms may be effectively used to disseminate game events in Peer-to-Peer (P2P) Multiplayer Online Games (MOGs). Game events are disseminated through an overlay network. The proposed scheme exploits the…
This paper examines how gifting spreads among viewers on Twitch, one of the largest live streaming platforms worldwide. Twitch users can give gift subscriptions to other viewers in the chat room, with the majority of gifters opting for…
Diffusion of information and viral content, social contagion and influence are still topics of broad evaluation. We have studied the information epidemic in a social networking platform in order compare different campaign setups. The goal…
Lurking is a complex user-behavioral phenomenon that occurs in all large-scale online communities and social networks. It generally refers to the behavior characterizing users that benefit from the information produced by others in the…