Comparing the Structures and Characteristics of Different Game Social Networks – The Steam Case

06/23/2021
by   Enrica Loria, et al.
0

In most games, social connections are an essential part of the gaming experience. Players connect in communities inside or around games and form friendships, which can be translated into other games or even in the real world. Recent research has investigated social phenomena within the player social network of several multiplayer games, yet we still know very little about how these networks are shaped and formed. Specifically, we are unaware of how the game type and its mechanics are related to its community structure and how those structures vary in different games. This paper presents an initial analysis of Steam users and how friendships on Steam are formed around 200 games. We examine the friendship graphs of these 200 games by dividing them into clusters to compare their network properties and their specific characteristics (e.g., genre, game elements, and mechanics). We found how the Steam user-defined tags better characterized the clusters than the game genre, suggesting that how players perceive and use the game also reflects how they connect in the community. Moreover, team-based games are associated with more cohesive and clustered networks than games with a stronger single-player focus, supporting the idea that playing together in teams more likely produces social capital (i.e., Steam friendships).

READ FULL TEXT
research
09/29/2021

Como o Game Design Pode Incentivar o Comportamento Tóxico em Jogos Online

Toxic behavior is one of the problems most associated with the gaming co...
research
04/30/2017

Deriving Quests from Open World Mechanics

Open world games present players with more freedom than games with linea...
research
06/01/2020

Do Influencers Influence? – Analyzing Players' Activity in an Online Multiplayer Game

In social and online media, influencers have traditionally been understo...
research
06/23/2021

#StayHome Playing LoL – Analyzing Players' Activity and Social Bonds in League of Legends During Covid-19 Lockdowns

Humans are social beings. It is therefore not surprising that the social...
research
03/24/2016

Going Out of Business: Auction House Behavior in the Massively Multi-Player Online Game

The in-game economies of massively multi-player online games (MMOGs) are...
research
06/28/2019

The Winnability of Klondike and Many Other Single-Player Card Games

The most famous single-player card game is 'Klondike', but our ignorance...
research
06/04/2019

Gamification of Enterprise Systems: A Synthesis of Mechanics, Dynamics, and Risks

Organizations highly depend on enterprise systems (ES), which are unlike...

Please sign up or login with your details

Forgot password? Click here to reset