Social network analysis of virtual communities in online games
dc.contributor.author | Rodrigues L.C. | |
dc.contributor.author | Mustaro P.N. | |
dc.date.accessioned | 2024-03-13T01:40:14Z | |
dc.date.available | 2024-03-13T01:40:14Z | |
dc.date.issued | 2007 | |
dc.description.abstract | © 2007 IADISOnline games have had a noticeable increase in the market. Today, many people interact for hours in a virtual gaming world called the Massive Multiplayer Online Role-Playing Game (MMORPG). Players maintain relationships and build large communities, which are formed by diverse people who establish links in very different ways. The research analyzed the development of these communities through the application of the graph theory and the elements that pertain to social network analysis. For this matter, a study was made with the players of the Ragnarök Online, brought to Brazil in 2004, where the profile of the player, the game's workings and its communication elements were all taken into consideration. | |
dc.description.firstpage | 13 | |
dc.description.lastpage | 26 | |
dc.identifier.uri | https://dspace.mackenzie.br/handle/10899/37668 | |
dc.relation.ispartof | Proceedings IADIS International Conference e-Society, ES 2007 - Part of the IADIS Multi Conference on Computer Science and Information Systems, MCCSIS 2007 | |
dc.rights | Acesso Restrito | |
dc.subject.otherlanguage | Graphs | |
dc.subject.otherlanguage | MMORPG | |
dc.subject.otherlanguage | Social Networks | |
dc.subject.otherlanguage | Virtual Communities | |
dc.title | Social network analysis of virtual communities in online games | |
dc.type | Artigo de evento | |
local.scopus.citations | 2 | |
local.scopus.eid | 2-s2.0-85021938299 | |
local.scopus.subject | Massive multiplayer online role playing games | |
local.scopus.subject | On-line games | |
local.scopus.subject | Virtual community | |
local.scopus.updated | 2024-05-01 | |
local.scopus.url | https://www.scopus.com/inward/record.uri?partnerID=HzOxMe3b&scp=85021938299&origin=inward |