相关论文: Comparing the Structures and Characteristics of Di…
Online gaming is a multi-billion dollar industry that entertains a large, global population. One unfortunate phenomenon, however, poisons the competition and the fun: cheating. The costs of cheating span from industry-supported expenditures…
The video game industry has seen rapid growth over the last decade. Thousands of video games are released and played by millions of people every year, creating a large community of players. Steam is a leading gaming platform and social…
A question of interest in both theory and practice is if and how familiarity between members of a team, expressed in terms of social network structure, relates to the success of the team in a given task. In this paper we revisit this…
Online social as an extension of traditional life plays an important role in our daily lives. Users often seek out new friends that have significant similarities such as interests and habits, motivating us to exploit such online information…
Because of the large number of online games available nowadays, online game recommender systems are necessary for users and online game platforms. The former can discover more potential online games of their interests, and the latter can…
The capacity to collect fingerprints of individuals in online media has revolutionized the way researchers explore human society. Social systems can be seen as a non-linear superposition of a multitude of complex social networks, where…
Communities typically capture homophily as people of the same community share many common features. This paper is motivated by the problem of community detection in social networks, as it can help improve our understanding of the network…
As a novel and fast-changing field, the video game industry does not have a fixed and well-defined vocabulary. In particular, game genres are of interest: No two experts seem to agree on what they are and how they relate to each other. We…
In recent years, digital games have become increasingly present in people's lives both as a leisure activity or in gamified activities of everyday life. Despite this growing presence, large-scale, data-driven analyses of video games remain…
Quantifying human group dynamics represents a unique challenge. Unlike animals and other biological systems, humans form groups in both real (offline) and virtual (online) spaces -- from potentially dangerous street gangs populated mostly…
This work analyzes friendship network from a Massively Multiplayer Online Role-Playing Game (MMORPG). The network is based on data from a private server that was active from 2007 until 2011. The work conducts a standard analysis of the…
Chess is an emblematic sport that stands out because of its age, popularity and complexity. It has served to study human behavior from the perspective of a wide number of disciplines, from cognitive skills such as memory and learning, to…
Online multiplayer games are a popular form of social interaction, used by hundreds of millions of individuals. However, little is known about the social networks within these online games, or how they evolve over time. Understanding human…
When doing a study on a large number of video games, it may be difficult to cluster them into coherent groups to better study them. In this paper, we introduce a novel algorithm, that takes as input any set of games S that are released on…
Community structure is essential for social communications, where individuals belonging to the same community are much more actively interacting and communicating with each other than those in different communities within the human society.…
In studies of social dynamics, cohesion refers to a group's tendency to stay in unity, which -- as argued in sociometry -- arises from the network topology of interpersonal ties between members of the group. We follow this idea and propose…
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…
It has been experimentally shown that communities in social networks tend to have a core-periphery topology. However, there is still a limited understanding of the precise structure of core-periphery communities in social networks including…
We analyze the game of go from the point of view of complex networks. We construct three different directed networks of increasing complexity, defining nodes as local patterns on plaquettes of increasing sizes, and links as actual…
A large body of work has been devoted to defining and identifying clusters or communities in social and information networks. We explore from a novel perspective several questions related to identifying meaningful communities in large…