{"title":"网络游戏中恶意行为的传染","authors":"Jiyoung Woo, Ah Reum Kang, H. Kim","doi":"10.1145/2486001.2491712","DOIUrl":null,"url":null,"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.","PeriodicalId":159374,"journal":{"name":"Proceedings of the ACM SIGCOMM 2013 conference on SIGCOMM","volume":"23 1","pages":"0"},"PeriodicalIF":0.0000,"publicationDate":"2013-08-12","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":"18","resultStr":"{\"title\":\"The contagion of malicious behaviors in online games\",\"authors\":\"Jiyoung Woo, Ah Reum Kang, H. Kim\",\"doi\":\"10.1145/2486001.2491712\",\"DOIUrl\":null,\"url\":null,\"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.\",\"PeriodicalId\":159374,\"journal\":{\"name\":\"Proceedings of the ACM SIGCOMM 2013 conference on SIGCOMM\",\"volume\":\"23 1\",\"pages\":\"0\"},\"PeriodicalIF\":0.0000,\"publicationDate\":\"2013-08-12\",\"publicationTypes\":\"Journal Article\",\"fieldsOfStudy\":null,\"isOpenAccess\":false,\"openAccessPdf\":\"\",\"citationCount\":\"18\",\"resultStr\":null,\"platform\":\"Semanticscholar\",\"paperid\":null,\"PeriodicalName\":\"Proceedings of the ACM SIGCOMM 2013 conference on SIGCOMM\",\"FirstCategoryId\":\"1085\",\"ListUrlMain\":\"https://doi.org/10.1145/2486001.2491712\",\"RegionNum\":0,\"RegionCategory\":null,\"ArticlePicture\":[],\"TitleCN\":null,\"AbstractTextCN\":null,\"PMCID\":null,\"EPubDate\":\"\",\"PubModel\":\"\",\"JCR\":\"\",\"JCRName\":\"\",\"Score\":null,\"Total\":0}","platform":"Semanticscholar","paperid":null,"PeriodicalName":"Proceedings of the ACM SIGCOMM 2013 conference on SIGCOMM","FirstCategoryId":"1085","ListUrlMain":"https://doi.org/10.1145/2486001.2491712","RegionNum":0,"RegionCategory":null,"ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":null,"EPubDate":"","PubModel":"","JCR":"","JCRName":"","Score":null,"Total":0}
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.