Proceedings of the 2018 World Wide Web Conference on World Wide Web - WWW '18 2018
DOI: 10.1145/3178876.3186173
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Unveiling a Socio-Economic System in a Virtual World

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Cited by 12 publications
(2 citation statements)
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“…The structural properties (e.g., degree distribution and average path length) of various social networks such as movie actor networks [17], scientific collaboration networks [18], and human sexual networks [34] have received great attention. As online social networks have become popular, many researchers seek to examine user behaviors in and structural patterns of various online social networks such as Twitter [35,36], Facebook [37,38], Flicker [39,40], Second Life [41], and Massively Multi-player Online Role-Playing Games (MMORPGs) [42,43]. While these studies have mostly focused on relations of people [35,36,37,38,39,40,44] in online social networks (OSNs), avatars [41] in a virtual world, or players in an MMORPG [42,43] (i.e., a vertex in its network is a person, avatar, or player, respectively), we focus on relations of contents (i.e., a vertex in its network is a content), which are not human beings but information or objects.…”
Section: Related Workmentioning
confidence: 99%
“…The structural properties (e.g., degree distribution and average path length) of various social networks such as movie actor networks [17], scientific collaboration networks [18], and human sexual networks [34] have received great attention. As online social networks have become popular, many researchers seek to examine user behaviors in and structural patterns of various online social networks such as Twitter [35,36], Facebook [37,38], Flicker [39,40], Second Life [41], and Massively Multi-player Online Role-Playing Games (MMORPGs) [42,43]. While these studies have mostly focused on relations of people [35,36,37,38,39,40,44] in online social networks (OSNs), avatars [41] in a virtual world, or players in an MMORPG [42,43] (i.e., a vertex in its network is a person, avatar, or player, respectively), we focus on relations of contents (i.e., a vertex in its network is a content), which are not human beings but information or objects.…”
Section: Related Workmentioning
confidence: 99%
“…In MMORPGs, especially for the large-scale ones, multiple game servers are deployed to divide massive players for ensuring load balance and facilitating server expansion. These game servers are actually independent social and economic virtual worlds (Chun et al 2018), which are usually born extremely prosper, gradually become stable, and decline and fall with the leaving players. To maintain the healthy ecology of game servers, increase game activity and improve the players' game experience, a fundamental and common strategy is to merge the servers with fewer players, which have been proven to be effective in real-world applications.…”
Section: Introductionmentioning
confidence: 99%