"Alone together?": exploring the social dynamics of massively multiplayer online games
Proceedings of the SIGCHI Conference on Human Factors in Computing Systems
User identification based on game-play activity patterns
Proceedings of the 6th ACM SIGCOMM workshop on Network and system support for games
Watching television over an IP network
Proceedings of the 8th ACM SIGCOMM conference on Internet measurement
SafeVchat: detecting obscene content and misbehaving users in online video chat services
Proceedings of the 20th international conference on World wide web
Branded with a scarlet "C": cheaters in a gaming social network
Proceedings of the 21st international conference on World Wide Web
Serf and turf: crowdturfing for fun and profit
Proceedings of the 21st international conference on World Wide Web
STFU NOOB!: predicting crowdsourced decisions on toxic behavior in online games
Proceedings of the 23rd international conference on World wide web
Unveiling group characteristics in online social games: a socio-economic analysis
Proceedings of the 23rd international conference on World wide web
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Modern Massively Multiplayer Online Role-Playing Games (MMORPGs) provide lifelike virtual environments in which players can conduct a variety of activities including combat, trade, and chat with other players. While the game world and the available actions therein are inspired by their offline counterparts, the games' popularity and dedicated fan base are testaments to the allure of novel social interactions granted to people by allowing them an alternative life as a new character and persona. In this paper we investigate the phenomenon of "gender swapping," which refers to players choosing avatars of genders opposite to their natural ones. We report the behavioral patterns observed in players of Fairyland Online, a globally serviced MMORPG, during social interactions when playing as in-game avatars of their own real gender or gender-swapped. We also discuss the effect of gender role and self-image in virtual social situations and the potential of our study for improving MMORPG quality and detecting online identity frauds.