• EGG 2014: Exploration on Games and Gamers

    November 10th, 2014, Barcelona(Full Day)

Intro

Welcome to EGG 2014, the First Exploration on Games and Gamers Workshop, held in Barcelona, Spain in conjunction with the 6th International Conference on Social Informatics (SocInfo 2014) on November 10th, 2014.

With the remarkable advances from isolated console games to massively multiplayer online games, the online gaming world has become invaluable assets for the research of social dynamics. Every day, hundreds of millions of gamers interact with each other in various ways, as they do in the real world. We believe that researchers can make use of the huge volume of easily quantified and detailed data produced by games and gamers to study human nature at unprecedented scales, leading to better understanding of how we behave both on- and off-line.

At the Exploration on Game and Gamers Workshop, we welcome interdisciplinary research related to a deeper understanding of games and gamers. The goal of the workshop is to provide a forum for advancements in both methodology and understanding of the behavioral aspects of games and gamers. Making use of games as living laboratories can both impact the game development industry as well informing future research endeavors.

Important Dates

Submission deadline:September 15, 2014
Notification of acceptance:September 25, 2014
September 28, 2014
Camera-ready due:October 3, 2014
Workshop date:November 10, 2014
SocInfo Conference dates:November 10-13, 2014

Call for Papers

In the past 30 years or so, video games have transitioned from being seen as a children's activity to becoming a huge chunk of the entertainment industry. What started as simple games like PONG has grown to become a billion dollar industry with hundreds of millions of people playing together over the Internet. Considering the time and financial investment people put into games, the research community has shown increasing interest in studying games from a variety of perspectives.

Studying video games as a scientific endeavor can have huge impact for the industry. Quantification and empirical evidence can inform game developers on design decisions, aid in the advancement of gaming technology, and provide new insight into the minds of gamers. This is important for several reasons. First, the gaming industry has driven significant amounts of innovation in computing technology. Second, gaming skill has been shown to be a predictor of real-life ability, as well as increasing certain skill sets. For example, skill in Nintendo Wii games has been shown to be a predictor of laparoscopic (minimally invasive) surgery skills. Finally, as people are spending an increasing amount of their time in online games, the development and crafting of games has a direct impact on a large number of social interactions.

There are also important social problems facing gaming. Consider unethical actions such as toxic behavior and cheating. Due to the reliance of social interactions in multiplayer games, both of these issues threaten the community of gamers. As expected from controlled laboratory experiments and intuition, cheating has been shown to display contagious properties, where the behavior will spread from friend to friend. Toxic behavior, which is violations of social norms to cause harm to individuals and the larger community, has only recently begun to be understood. A deeper understanding of bad behavior in online games could lead to detection and mitigation strategies, and can have impact on the understanding of other forms of bad behavior, such as contraband networks or even cyberbullying.

In this workshop, we invite research on qualitative and quantitative analysis of games and gamer behavior, as well as systems to support such analysis from both academia and industry.

Topics of interest include, but are not limited to:

● Understanding, detecting, and mitigating extreme and unethical behavior in online games.
● Big data systems for efficient storage and processing of gaming related data.
● Diffusion of optimal strategies from higher skill players to lower skill players.
● Improvements in matchmaking algorithms.
● Methods for annotating subjective events in eSports (e.g., successful fight initiations).
● Extrinsic rewards and intrinsic motivation in social games.
● The relationship between the roles players take in-game and personality.
● Methods for providing sensitive data for 3rd party analysis.
● Analysis of virtual goods economies, both things like MMO economies as well as out of band markets like the Steam Trading platform.
● Community/user generated content and relationships to game popularity, longevity, etc.
● Improvements to player tutorials.

Submission

Submitted papers must present original research contributions not submitted elsewhere. Both full paper (8 pages excluding references and a 25 minute presentation) and short paper (4 pages excluding references and a 15 minute presentation) submissions will be accepted. Accepted papers can be published in the main conference proceedings, or alternatively withheld for future work considerations.

All submitted papers must:

● Be written in English
● Contain author names, affiliations, and e-mail addresses.
● Be formatted according to the Springer LNCS paper formatting guidelines.
● Submitted as PDF (please ensure the PDF is viewable on all computing platforms).

Authors are responsible for ensuring their submissions meet the formatting requirements. Any submission not adhering to to the required format may be rejected without review.

Submission is handled via EasyChair at this link .

Organization

Haewoon Kwak, QCRI

Haewoon Kwak is a scientist in Social computing team, Qatar Computing Research Institute (QCRI). He has worked on understanding interplay between structures and dynamics on online social networks. e.g. “What is Twitter, a social network or news media?” (WWW’10), “Fragile online relationship: a first look at unfollow dynamics in Twitter” (CHI’11), “More of a giver than a receiver: Why do people unfollow in Twitter?” (ICWSM’12), and “Structures of broken ties: exploring unfollow behavior on Twitter” (CSCW’13). Along with studies on negative actions online, these days he has been trying to examine toxic behavior captured in popular online games. e.g. “STFU NOOB! Predicting Crowdsourced Decisions on Toxic Behavior in Online Games” (WWW’14), “So Many Bad Guys, So Little Time': Understanding Toxic Playing and Reaction in Team Competition Games” (Submitted to COSN).

Jeremy Blackburn, Telefonica Research

Jeremy is an Associate Researcher at Telefonica Research in Barcelona, Spain. He has studied unethical behavior in online games, most notably by performing social network analysis to understand cheaters embedded within a global network of gamers ( WWW’12, TOIT’14) and exploiting machine learning techniques to model toxic behavior in online games (WWW’14). He has also performed analysis on how friendships form between players on a community-owned and operated game server (ICIS’13), as well as proposing an architecture for collecting longitudinal social data (ICC’13), and exploring the ties between social relationships and subsidies in mobile phone networks (MobiCom’13).

Huy Kang Kim, Korea University

Huy Kang Kim received his Ph.D. in Industrial and Systems Engineering from Korea Advanced Institute of Science and Technology (KAIST) in 2009. He received MS degree from KAIST in 2000 in Industrial Engineering. He received BS degree in Industrial Management from KAIST in 1998. He founded A3 Security consulting, the first information security consulting company in South Korea, at 1999. Currently he is an assistant professor in Graduate School of Information Security, Korea University. His recent research is focused on solving many security problems in online games based on the user behavior analysis. Before joining Korea University, he was a Technical Director (TD) and a head of Information security department of NCSOFT (2004~2010), one of the most famous MMORPG companies in the world.

Program committee

· Christian Bauckhage, B-IT institute of the University of Bonn
· Alessandro Canossa, Northeastern University
· Alexandru Iosup, Delft University of Technology
· Brian Keegan, Northeastern University
· Jina Lee, NC Soft
· Jiyoun Lim, ETRI
· Nick Lim, Sonamine
· Juyong Park, KAIST
· Kyong Jin Shim, Singapore Management University
· John Simon, 5rocks
· Michael Szell, MIT
· Ji Young Woo, Korea University
· Cuihua (Cindy) Shen, University of California, Davis

Program

● EGG 2014 Program Detail

 EGG 2014 Program Detail(PDF)
Date - Day 1: November 10th
Room 52101 (1st floor)

Regular paper: 15 mins for presentation, 5 mins for Q&A
Short paper: 10 mins for presentation, 5 mins for Q&A

09:00~09:15Welcome and opening remark
Jeremy BlackBurn
09:15~09:35Using Tangible Widgets for Tablet Games
Mads Bock, Martin Fisker, Kasper Fischer Topp and Martin Kraus
09:35~09:50 (short)Informal In-Game Help Practices in Massive Multiplayer Online Games
Paul Okopny, Ilya Musabirov and Daniel Alexandrov
09:50~10:10Generosity as Social Contagion in Virtual Game World
Jiyoung Woo, Byung Il Kwak, Jiyoun Lim and Huy Kang Kim
10:10~10:30Linguistic Analysis of Toxic Behavior in an Online Video Game
Haewoon Kwak and Jeremy Blackburn
10:30~11:00Coffee Break
11:00~11:20Developing Game-Structure Sensitive Matchmaking System for Massive Multiplayer Online Games
Mateusz Myślak and Dominik Deja
11:20~11:35 (short)Social Network Analysis of High-Level Players in Multiplayer Online Battle Arena Game
Hyunsoo Park and Kyung-Joong Kimn
11:35~11:40Closing remark

● Accepted Papers

· Using Tangible Widgets for Tablet Games
Mads Bock, Martin Fisker, Kasper Fischer Topp and Martin Kraus

· Generosity as Social Contagion in Virtual Game World
Jiyoung Woo, Byung Il Kwak, Jiyoun Lim and Huy Kang Kim

· Developing Game-Structure Sensitive Matchmaking System for Massive-Multiplayer Online Games
Mateusz Myślak and Dominik Deja

· Linguistic Analysis of Toxic Behavior in an Online Video Game
Haewoon Kwak and Jeremy Blackburn

· Informal In-Game Help Practices in Massive Multiplayer Online Games
Paul Okopny, Ilya Musabirov and Daniel Alexandrov

· Social Network Analysis of High-Level Players in Multiplayer Online Battle Arena Game
Hyunsoo Park and Kyung-Joong Kim