Understanding and recommending play relationships in online social gaming

Ruud van de Bovenkamp, Siqi Shen, Alexandru Iosup, Fernando A. Kuipers

Research output: Chapter in Book / Report / Conference proceedingConference contributionAcademicpeer-review

Abstract

Online Social Networking (OSN) applications such as Facebook's communication and Zynga's gaming platforms service hundreds of millions of users. To understand and model such relationships, social network graphs are extracted from running OSN applications and subsequently processed using social and complex network analysis tools. In this paper, we focus on the application domain of Online Social Games (OSGs) and deploy a formalism for extracting graphs from large datasets. Our formalism covers notions such as game participation, adversarial relationships, match outcomes, and allows to filter out 'weak' links based on one or more threshold values. Using two novel large-scale OSG datasets, we investigate a range of threshold values and their influence on the resulting OSG graph properties. We discuss how an analysis of multiple graphs-obtained through different extraction rules-could be used in an algorithm to improve matchmaking for players. © 2013 IEEE.
Original languageEnglish
Title of host publicationFifth International Conference on Communication Systems and Networks, COMSNETS 2013, Bangalore, India, January 7-10, 2013
Pages1-10
Number of pages10
DOIs
Publication statusPublished - 2013
Externally publishedYes
Event2013 5th International Conference on Communication Systems and Networks, COMSNETS 2013 - Bangalore, India
Duration: 7 Jan 201310 Jan 2013

Conference

Conference2013 5th International Conference on Communication Systems and Networks, COMSNETS 2013
Country/TerritoryIndia
CityBangalore
Period7/01/1310/01/13

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