Community Analysis of Social Network in MMOG
Sheng PANG, Changjia CHEN
.
DOI: 10.4236/ijcns.2010.32020   PDF    HTML     6,666 Downloads   11,752 Views   Citations

Abstract

Massive Multiplayer Online Games (MMOG) have attracted millions of players in recent years. In MMOG, players organize themselves voluntarily and fulfill collective tasks together. Because each player can join different activities, one player may show different social relationship with others in different activities. In the paper we proposed the incremental label propagation algorithm to search the cliques accurately and quickly. Then we analyzed community structure characteristics on multi-activities. It's shown that the existing guild organization cannot satisfy the requirements of multi-activities in MMOG, which motivates us to devise new community communication channels and platforms in future.

Share and Cite:

S. PANG and C. CHEN, "Community Analysis of Social Network in MMOG," International Journal of Communications, Network and System Sciences, Vol. 3 No. 2, 2010, pp. 133-139. doi: 10.4236/ijcns.2010.32020.

Conflicts of Interest

The authors declare no conflicts of interest.

References

[1] N. Ducheneaut and R. J. Moore, “The social side of gaming: A study of interaction patterns in a massively multiplayer online game,” In CSCW’04: Proceedings of the 2004 ACM Conference on Computer Supported Cooperative Work, pp. 360–369, 2004.
[2] T. Fritsch, B. Voigt, and J. Schiller, “Distribution of online hardcore player behavior (How hardcore are you?) ,” Netgames’06, 2006.
[3] K. T. Chen and C. L. Lei, “Network game design: Hints and implications of player interaction,” Netgames’06, 2006.
[4] K. Luyten, K. Thys, S. Huypens, and K. Coninx, “Tele- buddies on the move: Social stitching to enhance the networked gaming experience,” Netgames’06, 2006.
[5] U. N. Raghavan, R. Albert, and S. Kumara, “Near linear time algorithm to detect community structures in large- scale networks,” Physical Review E, Vol. 76, 036106, 2007.
[6] S. L. Li, C. J. Chen, and L. Li, “Using group interaction of players to prevent in-game cheat in network games,” First International Symposium on Data, Privacy and E-Commerce, pp. 47–49, 2007.
[7] T. W. Brignall, III, and T. L. Van Valey, “An online community as a new tribalism: The world of warcraft,” Proceedings of the 40th Annual Hawaii International Conference on System Sciences, 2007.
[8] L. C. Rodrigues, C. A. M. Lima, P. P. B. de Oliveira, and P. N. Mustaro, “Clusterization of an online game commu- nity through self-organizing maps and an evolved fuzzy system,” Fourth International Conference on Natural Computation, 2008.
[9] M. E. J. Newman and M. Girvan, “Finding and evaluating community structure in networks,” Physics Review E, Vol. 69, 026113, 2004.
[10] M. E. J. Newman, “Detecting community structure in network,” The European Physical Journal B - Condensed Matter, Vol. 38, No. 2, 2004.
[11] M. E. J. Newman, “Modularity and community structure in networks,” Physics 0602124, Vo1, 17, February 2006.
[12] Clauset, M. E. J. Newman, and C. Moore, “Finding community structure in very large networks,” Physics Review E, Vol. 70, 06111, 2004.

Copyright © 2024 by authors and Scientific Research Publishing Inc.

Creative Commons License

This work and the related PDF file are licensed under a Creative Commons Attribution 4.0 International License.