没有丝绸之路的在线玩家!:利用社会网络分析揭露网络游戏中的黑市
No Silk Road for Online Gamers!: Using Social Network Analysis to Unveil Black Markets in Online Games
摘要:
网络游戏涉及大量的用户,他们通过互联网相互联系和交互。我们研究了通过称为“真实货币交易(RMT)”的过程用真实货币交换虚拟商品的特征。“这种交流可能会影响网络游戏用户的行为,并对游戏公司的声誉造成损害。我们通过构建网络游戏中虚拟物品交换的社交图和识别用户的网络社区来研究游戏中的交易,以揭示RMT。我们分析了一个流行的在线游戏中大约600万笔交易,并通过比较从游戏外市场抓取的RMT交易来推断RMT交易。研究发现:(1)RMT市场的规模可以大致估计;(2)专业RMT提供商通常形成特定的网络结构(星形或链状),可作为追踪RMT交易的线索;以及(3)所观察到的RMT市场随着时间的推移已经演变为具有少数大型虚拟物品提供商的垄断市场。
英文摘要:
Online game involves a very large number of users who are interconnected and interact with each other via the Internet. We studied the characteristics of exchanging virtual goods with real money through processes called "real money trading (RMT)." This exchange might influence online game user behaviors and cause damage to the reputation of game companies. We examined in-game transactions to reveal RMT by constructing a social graph of virtual goods exchanges in an online game and identifying network communities of users. We analyzed approximately 6,000,000 transactions in a popular online game and inferred RMT transactions by comparing the RMT transactions crawled from an out-game market. Our findings are summarized as follows: (1) the size of the RMT market could be approximately estimated; (2) professional RMT providers typically form a specific network structure (either star-shape or chain) in the trading network, which can be used as a clue for tracing RMT transactions; and (3) the observed RMT market has evolved over time into a monopolized market with a small number of large-sized virtual goods providers.
机构、总结、中文摘要均由AI分析而来,可能存在错误,请以论文正文为准。