The contagion of malicious behaviors in online games

Jiyoung Woo, Ah Reum Kang, Huy Kang Kim

Research output: Chapter in Book/Report/Conference proceedingConference contribution

4 Citations (Scopus)

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.

Original languageEnglish
Title of host publicationProceedings of the SIGCOMM 2013 and Best Papers of the Co-Located Workshops
Pages543-544
Number of pages2
Edition4
DOIs
Publication statusPublished - 2013
EventAnnual Conference of the ACM Special Interest Group on Data Communication on the Applications, Technologies, Architectures, and Protocols for Computer Communication, ACM SIGCOMM 2013 - Hong Kong, China
Duration: 2013 Aug 122013 Aug 16

Publication series

NameComputer Communication Review
Number4
Volume43
ISSN (Print)0146-4833
ISSN (Electronic)1943-5819

Other

OtherAnnual Conference of the ACM Special Interest Group on Data Communication on the Applications, Technologies, Architectures, and Protocols for Computer Communication, ACM SIGCOMM 2013
CountryChina
CityHong Kong
Period13/8/1213/8/16

Keywords

  • diffusion model
  • game bot
  • online game
  • social contagion

ASJC Scopus subject areas

  • Software
  • Computer Networks and Communications

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  • Cite this

    Woo, J., Kang, A. R., & Kim, H. K. (2013). The contagion of malicious behaviors in online games. In Proceedings of the SIGCOMM 2013 and Best Papers of the Co-Located Workshops (4 ed., pp. 543-544). (Computer Communication Review; Vol. 43, No. 4). https://doi.org/10.1145/2534169.2491712