A traffic characterization of popular on-line games
IEEE/ACM Transactions on Networking (TON)
Graphs over time: densification laws, shrinking diameters and possible explanations
Proceedings of the eleventh ACM SIGKDD international conference on Knowledge discovery in data mining
Game traffic analysis: an MMORPG perspective
Computer Networks: The International Journal of Computer and Telecommunications Networking
The life and death of online gaming communities: a look at guilds in world of warcraft
Proceedings of the SIGCHI Conference on Human Factors in Computing Systems
Measurement and analysis of online social networks
Proceedings of the 7th ACM SIGCOMM conference on Internet measurement
Statistical properties of community structure in large social and information networks
Proceedings of the 17th international conference on World Wide Web
Planetary-scale views on a large instant-messaging network
Proceedings of the 17th international conference on World Wide Web
The convergence of social and technological networks
Communications of the ACM - Remembering Jim Gray
Unveiling facebook: a measurement study of social network based applications
Proceedings of the 8th ACM SIGCOMM conference on Internet measurement
Traffic analysis of avatars in Second Life
Proceedings of the 18th International Workshop on Network and Operating Systems Support for Digital Audio and Video
User behavior, social networking, and playing style in online and face to face bridge communities
Proceedings of the 9th Annual Workshop on Network and Systems Support for Games
Reality Is Broken: Why Games Make Us Better and How They Can Change the World
Reality Is Broken: Why Games Make Us Better and How They Can Change the World
Branded with a scarlet "C": cheaters in a gaming social network
Proceedings of the 21st international conference on World Wide Web
Hi-index | 0.00 |
Online social games are Internet-based games that use the social networks formed by players to extend in-game functionality. For example, gamers participating in the BBO Fans community combine online bridge play with social networking. Despite an increase in the popularity of online social gaming---currently, there exist over one million online bridge players---, and of decades of research on social networks, the activity characteristics and the community structure of online social gaming remain relatively unknown. In this work we investigate and contrast these aspects for two bridge communities, BBO Fans (online) and Locomotiva (face to face). We propose the use of playing relationships instead of traditional social relationships such as friends and friends-of-friends. Using long-term, large-scale data we have collected from both the online and face to face bridge communities, we analyze user behavior, social network structure, and playing style in bridge communities. We find many similar characteristics in the two studied communities, but we also find more variation in the activity levels and fewer stable partnerships for the face to face bridge community.