Seokshin Son, Ah Reum Kang, Hyunchul Kim, T. Kwon, Juyong Park, H. Kim
{"title":"大型MMORPG中的多关系社交网络","authors":"Seokshin Son, Ah Reum Kang, Hyunchul Kim, T. Kwon, Juyong Park, H. Kim","doi":"10.1145/2018436.2018496","DOIUrl":null,"url":null,"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.","PeriodicalId":350796,"journal":{"name":"Proceedings of the ACM SIGCOMM 2011 conference","volume":"38 1","pages":"0"},"PeriodicalIF":0.0000,"publicationDate":"2011-08-15","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":"8","resultStr":"{\"title\":\"Multi-relational social networks in a large-scale MMORPG\",\"authors\":\"Seokshin Son, Ah Reum Kang, Hyunchul Kim, T. Kwon, Juyong Park, H. Kim\",\"doi\":\"10.1145/2018436.2018496\",\"DOIUrl\":null,\"url\":null,\"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.\",\"PeriodicalId\":350796,\"journal\":{\"name\":\"Proceedings of the ACM SIGCOMM 2011 conference\",\"volume\":\"38 1\",\"pages\":\"0\"},\"PeriodicalIF\":0.0000,\"publicationDate\":\"2011-08-15\",\"publicationTypes\":\"Journal Article\",\"fieldsOfStudy\":null,\"isOpenAccess\":false,\"openAccessPdf\":\"\",\"citationCount\":\"8\",\"resultStr\":null,\"platform\":\"Semanticscholar\",\"paperid\":null,\"PeriodicalName\":\"Proceedings of the ACM SIGCOMM 2011 conference\",\"FirstCategoryId\":\"1085\",\"ListUrlMain\":\"https://doi.org/10.1145/2018436.2018496\",\"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 2011 conference","FirstCategoryId":"1085","ListUrlMain":"https://doi.org/10.1145/2018436.2018496","RegionNum":0,"RegionCategory":null,"ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":null,"EPubDate":"","PubModel":"","JCR":"","JCRName":"","Score":null,"Total":0}
Multi-relational social networks in a large-scale MMORPG
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.