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      Cheaters in the Steam Community Gaming Social Network

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          Abstract

          Online gaming is a multi-billion dollar industry that entertains a large, global population. One unfortunate phenomenon, however, poisons the competition and the fun: cheating. The costs of cheating span from industry-supported expenditures to detect and limit cheating, to victims' monetary losses due to cyber crime. This paper studies cheaters in the Steam Community, an online social network built on top of the world's dominant digital game delivery platform. We collected information about more than 12 million gamers connected in a global social network, of which more than 700 thousand have their profiles flagged as cheaters. We also collected in-game interaction data of over 10 thousand players from a popular multiplayer gaming server. We show that cheaters are well embedded in the social and interaction networks: their network position is largely undistinguishable from that of fair players. We observe that the cheating behavior appears to spread through a social mechanism: the presence and the number of cheater friends of a fair player is correlated with the likelihood of her becoming a cheater in the future. Also, we observe that there is a social penalty involved with being labeled as a cheater: cheaters are likely to switch to more restrictive privacy settings once they are tagged and they lose more friends than fair players. Finally, we observe that the number of cheaters is not correlated with the geographical, real-world population density, or with the local popularity of the Steam Community. This analysis can ultimately inform the design of mechanisms to deal with anti-social behavior (e.g., spamming, automated collection of data) in generic online social networks.

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          Structure and tie strengths in mobile communication networks

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          Electronic databases, from phone to emails logs, currently provide detailed records of human communication patterns, offering novel avenues to map and explore the structure of social and communication networks. Here we examine the communication patterns of millions of mobile phone users, allowing us to simultaneously study the local and the global structure of a society-wide communication network. We observe a coupling between interaction strengths and the network's local structure, with the counterintuitive consequence that social networks are robust to the removal of the strong ties, but fall apart following a phase transition if the weak ties are removed. We show that this coupling significantly slows the diffusion process, resulting in dynamic trapping of information in communities, and find that when it comes to information diffusion, weak and strong ties are both simultaneously ineffective.
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            Measuring social dynamics in a massive multiplayer online game

            , (2013)
            Quantification of human group-behavior has so far defied an empirical, falsifiable approach. This is due to tremendous difficulties in data acquisition of social systems. Massive multiplayer online games (MMOG) provide a fascinating new way of observing hundreds of thousands of simultaneously socially interacting individuals engaged in virtual economic activities. We have compiled a data set consisting of practically all actions of all players over a period of three years from a MMOG played by 300,000 people. This large-scale data set of a socio-economic unit contains all social and economic data from a single and coherent source. Players have to generate a virtual income through economic activities to `survive' and are typically engaged in a multitude of social activities offered within the game. Our analysis of high-frequency log files focuses on three types of social networks, and tests a series of social-dynamics hypotheses. In particular we study the structure and dynamics of friend-, enemy- and communication networks. We find striking differences in topological structure between positive (friend) and negative (enemy) tie networks. All networks confirm the recently observed phenomenon of network densification. We propose two approximate social laws in communication networks, the first expressing betweenness centrality as the inverse square of the overlap, the second relating communication strength to the cube of the overlap. These empirical laws provide strong quantitative evidence for the Weak ties hypothesis of Granovetter. Further, the analysis of triad significance profiles validates well-established assertions from social balance theory. We find overrepresentation (underrepresentation) of complete (incomplete) triads in networks of positive ties, and vice versa for networks of negative ties...
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              An exploration of cheating in a virtual gaming world

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                Author and article information

                Journal
                20 December 2011
                Article
                1112.4915
                e8a4771e-4d0c-4712-bf9b-504bc5bc2bea

                http://arxiv.org/licenses/nonexclusive-distrib/1.0/

                History
                Custom metadata
                cs.SI cs.CY physics.soc-ph

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