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The contagion of malicious behaviors in online games

Published: 27 August 2013 Publication History

Abstract

This article investigates whether individual users are more likely to display malicious behavior after receiving social reinforcement from friends in their online social networks. We analyze the dynamics of game bot diffusion on the basis of real data supplied by a major massively multiplayer online role-playing game company. We find that the social reinforcement, measured by the ratio of bot friends over total friends, affects the likelihood of game bot adoption and the commitment in terms of usage time.

References

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Granovetter, M, "Threshold models of collective behavior", American Journal of Sociology, 83(6), 1420--1443, 1987.
[2]
Centola, D, "The spread of behavior in an online social network experiment", Science, 329(5996), 1194--1197, 2010.
[3]
Romero, D.M., et al, "Differences in the mechanics of information diffusion across topics: Idioms, political hashtags, and complex contagion on Twitter", WWW '11, 695--704, 2011.
[4]
Son, S., et al, "Analysis of Context Dependence in Social Interaction Networks of a Massively Multiplayer Online Role-Playing Game", PloS one, 7(4), e33918, 2012.
[5]
Kwak, H.,et al, "Mining communities in networks: a solution for consistency and its evaluation", Proc IMC (ACM), 301--314, 2009.

Cited By

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  • (2024)Reviewing Cheating and Detection Techniques in Massively Multiplayer Online Role-Playing Games: A Systematic Analysis2024 International Conference on Signal Processing, Computation, Electronics, Power and Telecommunication (IConSCEPT)10.1109/IConSCEPT61884.2024.10627799(1-6)Online publication date: 4-Jul-2024
  • (2022)Quick and easy game bot detection based on action time interval estimationETRI Journal10.4218/etrij.2022-0089Online publication date: 4-Dec-2022
  • (2022)Cheating and Detection Method in Massively Multiplayer Online Role-Playing Game: Systematic Literature ReviewIEEE Access10.1109/ACCESS.2022.317211010(49050-49063)Online publication date: 2022
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    Published In

    cover image ACM SIGCOMM Computer Communication Review
    ACM SIGCOMM Computer Communication Review  Volume 43, Issue 4
    October 2013
    595 pages
    ISSN:0146-4833
    DOI:10.1145/2534169
    Issue’s Table of Contents
    • cover image ACM Conferences
      SIGCOMM '13: Proceedings of the ACM SIGCOMM 2013 conference on SIGCOMM
      August 2013
      580 pages
      ISBN:9781450320566
      DOI:10.1145/2486001
    Permission to make digital or hard copies of part or all of this work for personal or classroom use is granted without fee provided that copies are not made or distributed for profit or commercial advantage and that copies bear this notice and the full citation on the first page. Copyrights for third-party components of this work must be honored. For all other uses, contact the Owner/Author.

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    Association for Computing Machinery

    New York, NY, United States

    Publication History

    Published: 27 August 2013
    Published in SIGCOMM-CCR Volume 43, Issue 4

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    Author Tags

    1. diffusion model
    2. game bot
    3. online game
    4. social contagion

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    Cited By

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    • (2024)Reviewing Cheating and Detection Techniques in Massively Multiplayer Online Role-Playing Games: A Systematic Analysis2024 International Conference on Signal Processing, Computation, Electronics, Power and Telecommunication (IConSCEPT)10.1109/IConSCEPT61884.2024.10627799(1-6)Online publication date: 4-Jul-2024
    • (2022)Quick and easy game bot detection based on action time interval estimationETRI Journal10.4218/etrij.2022-0089Online publication date: 4-Dec-2022
    • (2022)Cheating and Detection Method in Massively Multiplayer Online Role-Playing Game: Systematic Literature ReviewIEEE Access10.1109/ACCESS.2022.317211010(49050-49063)Online publication date: 2022
    • (2021)TZMon: Improving Mobile Game Security with ARM TrustZoneComputers & Security10.1016/j.cose.2021.102391(102391)Online publication date: Jul-2021
    • (2019)Influencers in Multiplayer Online ShootersProceedings of the 2019 CHI Conference on Human Factors in Computing Systems10.1145/3290605.3300489(1-12)Online publication date: 2-May-2019
    • (2018)Contagion of Cheating Behaviors in Online Social NetworksIEEE Access10.1109/ACCESS.2018.28342206(29098-29108)Online publication date: 2018
    • (2018)The Digits Hidden in the Virtual World: Approximate Estimation Applying Capture and RecaptureInformation Security Applications10.1007/978-3-319-93563-8_26(310-322)Online publication date: 23-Jun-2018
    • (2017)Crime Scene ReconstructionIEEE Transactions on Information Forensics and Security10.1109/TIFS.2016.262358612:3(544-556)Online publication date: 1-Mar-2017
    • (2016)Detecting and Preventing Online Game Bots in MMORPGsEncyclopedia of Computer Graphics and Games10.1007/978-3-319-08234-9_13-1(1-8)Online publication date: 14-Jun-2016
    • (2015)Game-bot detection based on Clustering of asset-varied location coordinatesJournal of the Korea Institute of Information Security and Cryptology10.13089/JKIISC.2015.25.5.113125:5(1131-1141)Online publication date: 31-Oct-2015
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