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).
翻译:在大多数游戏中,社会联系是游戏体验的一个基本部分。 玩家们在游戏内部或周围的社区中相互连接, 形成友谊, 可以在游戏内部或周围形成社区, 并形成友谊, 并可以转化为其他游戏甚至现实世界。 最近的研究调查了玩家社交网络中的若干多玩者游戏的社会现象, 但我们对这些网络的形成和形成仍然知之甚少。 具体地说, 我们不知道游戏类型及其机理如何与其社区结构相关, 以及这些结构在不同游戏中如何不同。 本文对Steam用户以及Steam上的友谊如何形成大约200个游戏。 我们研究这200个游戏的友谊图, 将他们分成一组, 以比较其网络属性和具体特性( 例如, genre, 游戏元素和机械 ) 。 我们发现Steam 用户定义的标签如何更好地描述这些组合而不是游戏的组合结构。 这表明玩家们如何看待和使用游戏也反映了他们是如何在社区中连接的。 此外, 团队游戏与比游戏更具凝聚力和集群的网络联系的网络, 而不是一个更强的单一玩家焦点, 支持在团队中建立友谊。