|Author||Kwon, Ted Taekyoung ♦ Kang, Ah Reum ♦ Kim, Hyun-chul ♦ Park, Juyong ♦ Kim, Huy Kang ♦ Son, Seokshin|
|Source||ACM Digital Library|
|Publisher||Association for Computing Machinery (ACM)|
|Subject Domain (in DDC)||Computer science, information & general works ♦ Data processing & computer science|
|Subject Keyword||Massively multiplayer online game ♦ Social network analysis ♦ Quantitative social science|
|Abstract||We analyze multi-relational social interaction networks in a large-scale commercial Massively Multiplayer Online Role-Playing Game(MMORPG). Our work is based on data from AION, currently the world's second most-played MMORPG with 3.4 million subscribers as of mid 2010, created and serviced by NCSoft, Inc. We construct and characterize six distinct interactivity networks (Friend, Private Messaging, Party invitation, Trade, Mail, and Shop), each representing diverse player interaction types.|
|Description||Affiliation: Korea University, Seoul, South Korea (Kang, Ah Reum; Kim, Huy Kang) || Kyunghee University, Seoul, South Korea (Park, Juyong) || Seoul National University, Seoul, South Korea (Son, Seokshin; Kim, Hyun-chul; Kwon, Ted Taekyoung)|
|Age Range||18 to 22 years ♦ above 22 year|
|Education Level||UG and PG|
|Learning Resource Type||Article|
|Publisher Place||New York|
|Journal||ACM SIGCOMM Computer Communication Review (CCRV)|
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