网络游戏中恶意行为的传染

Jiyoung Woo, Ah Reum Kang, H. Kim
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引用次数: 18

摘要

这篇文章调查了个人用户在他们的在线社交网络中从朋友那里得到社会强化后是否更有可能表现出恶意行为。本文以某大型多人在线角色扮演游戏公司提供的真实数据为基础,分析了游戏机器人的扩散动态。我们发现,社交强化(游戏邦注:以bot好友占好友总数的比例衡量)会影响玩家接受游戏bot的可能性和使用时间的承诺。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
The contagion of malicious behaviors in online games
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.
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