Modeling and analyzing Social Networks of Games

Digital games are dynamic environments where the players interact with the games and, commonly, also with other players. The interactions generate many types of relationships, such as to be friends or to share games with other players, and to buy, play or like the games. These relationships can be seen as a social network; in this context, a Social Network of Games (SNG). During gameplay, the player produces a vast amount of data continuously, including data that represents his/her experiences, preferences, and even behavioral patterns. These data can be used to understand the players’ preferences, which is known in the literature as Player Modeling, and also to improve the attractiveness of new games. However, both tasks require analyzing a vast amount of data that cannot be done manually; it must be performed by algorithms of a research area known as Knowledge Discovery in Databases (KDD). It is possible to employ KDD techniques in the data of an SNG to model the players, as well as to identify intrinsic features of the games. In our work, we explore a real SNG using a novel KDD technique aimed at identifying common features among popular games, which may represent why the games are popular. To this end, it is necessary to analyze games developed by non-influencer makers, because influencers may receive biased attention that is not necessarily motivated by the quality of their games. Therefore, we first focus on detecting the game influencers to filter their games out; empirical experiments show that a novel approach we developed detects influencers with high accuracy in an automatic manner , even when using data from distinct nationalities for training and testing. Then, we perform a detailed analysis of the features of the games, searching for combinations of objects that occur in the popular games developed by non-influencer makers, where each object can be either a game item or a non-player character, so to support game designers in the elaboration process of new games. This case study introduces a new pattern of design for Platform Games. Additionally, we present an extensive analysis of object combinations that commonly occur in popular games. All experiments were performed on real-world players and games from the worldwide well-known platform of video games Super Mario Maker (Nintendo, Kyoto, Japan). • We introduce a novel framework to characterize successful games. • We present a new algorithm to detect game influencers. • We create and publish a new crawler for social networks of games. • We collect, describe and publish metadata about thousands of players and games. • We perform a case study on players and games from an acclaimed game platform.

Authors

Institutions

Publication Details

Journal
Expert Systems with Applications
Published
2024-09-27
DOI
https://doi.org/10.1016/j.eswa.2024.125449
Citations
2
Primary Topic
Peer-to-Peer Network Technologies
Type
article
Field-Weighted Citation Impact
0.70
Controls
|||
ALL TIME
JAN
FEB
MAR
APR
MAY
JUN
JUL
AUG
SEP
OCT
article

Modeling and analyzing Social Networks of Games

Leonardo Mauro Pereira Moraes, Robson L. F. Cordeiro, Felippe P. Ferreira
2 citations
Expert Systems with Applications
Peer-to-Peer Network Technologies
0.70
article

Modeling and analyzing Social Networks of Games

Leonardo Mauro Pereira Moraes, Robson L. F. Cordeiro, Felippe P. Ferreira
article en
2 citations

Abstract

Digital games are dynamic environments where the players interact with the games and, commonly, also with other players. The interactions generate many types of relationships, such as to be friends or to share games with other players, and to buy, play or like the games. These relationships can be seen as a social network; in this context, a Social Network of Games (SNG). During gameplay, the player produces a vast amount of data continuously, including data that represents his/her experiences, preferences, and even behavioral patterns. These data can be used to understand the players’ preferences, which is known in the literature as Player Modeling, and also to improve the attractiveness of new games. However, both tasks require analyzing a vast amount of data that cannot be done manually; it must be performed by algorithms of a research area known as Knowledge Discovery in Databases (KDD). It is possible to employ KDD techniques in the data of an SNG to model the players, as well as to identify intrinsic features of the games. In our work, we explore a real SNG using a novel KDD technique aimed at identifying common features among popular games, which may represent why the games are popular. To this end, it is necessary to analyze games developed by non-influencer makers, because influencers may receive biased attention that is not necessarily motivated by the quality of their games. Therefore, we first focus on detecting the game influencers to filter their games out; empirical experiments show that a novel approach we developed detects influencers with high accuracy in an automatic manner , even when using data from distinct nationalities for training and testing. Then, we perform a detailed analysis of the features of the games, searching for combinations of objects that occur in the popular games developed by non-influencer makers, where each object can be either a game item or a non-player character, so to support game designers in the elaboration process of new games. This case study introduces a new pattern of design for Platform Games. Additionally, we present an extensive analysis of object combinations that commonly occur in popular games. All experiments were performed on real-world players and games from the worldwide well-known platform of video games Super Mario Maker (Nintendo, Kyoto, Japan). • We introduce a novel framework to characterize successful games. • We present a new algorithm to detect game influencers. • We create and publish a new crawler for social networks of games. • We collect, describe and publish metadata about thousands of players and games. • We perform a case study on players and games from an acclaimed game platform.

Expert Systems with ApplicationsVol. 261
Universidade de São Paulo (BR), Carnegie Mellon University (US)
Openalex Percentile: Top 28%
Peer-to-Peer Network Technologies
0.70
AI Navigator

Ask Laika to Summarize, Analyze, and Connect papers live on the map.

Summarize Papers & Methodologies

Extract key findings, datasets, and comparative methods across publications.

Benchmark Rankings & Visual Analytics

Rank top research institutions, authors, funders, topics, and journals by Field-Weighted Citation Impact (FWCI) and paper volume with instant charts.

Connect Distant Disciplines

Bridge topological clusters on the map to find hidden collaborative intersections.