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.
Original language | English |
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Pages (from-to) | 414-415 |
Number of pages | 2 |
Journal | Computer Communication Review |
Volume | 41 |
Issue number | 4 |
DOIs | |
Publication status | Published - 2011 Aug 15 |
Bibliographical note
Funding Information:This work was funded by KHU-20110088 from Kyung Hee University, KRF-20110005499 from the Korean Research Foundation, the Korea Broadcasting Service, the ITRC support program NIPA-2011-C1090-1001-0004 of MKE/NIPA, and the NAP of Korean Research Council of Fundamental Science and Technology.
Funding Information:
This work was funded by KHU-20110088 from Kyung Hee University, KRF-20110005499 from the Korean Research Foun-dation, the Korea Broadcasting Service, the ITRC support program NIPA-2011-C1090-1001-0004 of MKE/NIPA, and the NAP of Korean Research Council of Fundamental Sci-ence and Technology.
Publisher Copyright:
© 2011 Owner/author(s).
Keywords
- Massively multiplayer online game
- Quantitative social science
- Social network analysis
ASJC Scopus subject areas
- Software
- Computer Networks and Communications