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Complex social networks are often arranged in communities of agents playing similar roles in the network, and detecting these communities can bring insights into the behaviour of such systems. Among many existing methods, a model of communication dynamics that involves exchange and agreement on shared words -- the Naming Game -- has been applied for community detection based on local interactions...
Although online communities as formed by guilds in online games have been an important research topic, to date little work has been done mapping the social networks in such games due to a lack of the right data. Using Sony's census for Planet Side 2, the social networks for small outfits (guilds) were studied in a game where cooperation and competition are needed. Friend links mostly stay within the...
We propose a mixed logical and game theoretic framework for modeling decision making under the potential for deception. This framework is most appropriate for online communities in which a decision maker must act upon information being provided by various sources with various different motivations. We show that in the simple three-player game we propose there are always equilibria in pure strategies...
Millions of people play Massively Multiplayer Online Games (MMOGs) and participate in the social networks built around MMOGs daily. These players turn into a collaborative community to exchange game news, advice, and expertise, but in return expect support such as player reports and clan statistics. Thus, the MMOG social networks need to collect and analyze MMOG data, in a process of continuous MMOG...
Churn has been identified as an important issue in a wide range of industries. In social networks, churn represents a significant risk for the health and functioning of communities. However, the importance and actual meaning of churn in social networks is almost unexplored. This work provides a general view on these issues and discusses aspects that are especially relevant to discussion boards. We...
Games built on Online Social Networks (OSNs) have become a phenomenon since 3rd party developer tools were released by OSNs such as Facebook. However, apart from their explosive popularity, little is known about the nature of the social networks that are built during play. In this paper, we present the findings of a network analysis study carried out on two Facebook applications, in comparison with...
This paper proposes a model based on both direct reciprocity and the use of social network structures to incentive cooperation in human societies. The absence of third-party reputation assures that very few opportunities are left for lying and misreporting of information by the members of the community. Social relationships are built according to the criterion that nodes seek to interact with others...
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