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Analysis of Game Bot's Behavioral Characteristics in Social Interaction Networks of MMORPG

Authors
Jeong, Seong HoonKang, Ah ReumKim, Huy Kang
Issue Date
Aug-2015
Publisher
ASSOC COMPUTING MACHINERY
Keywords
Social network analysis; Game bot; Massively multiplayer online game
Citation
ACM SIGCOMM COMPUTER COMMUNICATION REVIEW, v.45, no.4, pp.99 - 100
Indexed
SCIE
SCOPUS
Journal Title
ACM SIGCOMM COMPUTER COMMUNICATION REVIEW
Volume
45
Number
4
Start Page
99
End Page
100
URI
https://scholar.korea.ac.kr/handle/2021.sw.korea/92917
DOI
10.1145/2785956.2790005
ISSN
0146-4833
Abstract
MMORPG (Massively Multiplayer Online Role-Playing Game) is one of the best platforms to observe human's behaviors. In collaboration with a leading online game company, NCSoft, we can observe all behaviors in a large-scale of commercialized MMORPG. Especially, we analyzed the behavioral differences between game bots and human users. We categorized the five groups, Bot-Bot, Bot-All, Human-Human, Human-All and All-All, and we observe the characteristics of six social interaction networks for each group. As a result, we found that there are significant differences in social behaviors between game bots and human.
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