The contagion of malicious behaviors in online games

Jiyoung Woo, Ah Reum Kang, Huy Kang Kim

    Research output: Chapter in Book/Report/Conference proceedingConference contribution

    10 Citations (Scopus)

    Abstract

    This article investigates whether individual users are more likely to display malicious behavior after receiving social reinforcement from friends in their online social networks. We analyze the dynamics of game bot diffusion on the basis of real data supplied by a major massively multiplayer online role-playing game company. We find that the social reinforcement, measured by the ratio of bot friends over total friends, affects the likelihood of game bot adoption and the commitment in terms of usage time.

    Original languageEnglish
    Title of host publicationProceedings of the SIGCOMM 2013 and Best Papers of the Co-Located Workshops
    Pages543-544
    Number of pages2
    Edition4
    DOIs
    Publication statusPublished - 2013
    EventAnnual Conference of the ACM Special Interest Group on Data Communication on the Applications, Technologies, Architectures, and Protocols for Computer Communication, ACM SIGCOMM 2013 - Hong Kong, China
    Duration: 2013 Aug 122013 Aug 16

    Publication series

    NameComputer Communication Review
    Number4
    Volume43
    ISSN (Print)0146-4833
    ISSN (Electronic)1943-5819

    Other

    OtherAnnual Conference of the ACM Special Interest Group on Data Communication on the Applications, Technologies, Architectures, and Protocols for Computer Communication, ACM SIGCOMM 2013
    Country/TerritoryChina
    CityHong Kong
    Period13/8/1213/8/16

    Keywords

    • diffusion model
    • game bot
    • online game
    • social contagion

    ASJC Scopus subject areas

    • Software
    • Computer Networks and Communications

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