“…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.…”