Online game involves a very large number of users who are interconnected and interact with each other via the Internet. We studied the characteristics of exchanging virtual goods with real money through processes called "real money trading (RMT)." This exchange might influence online game user behaviors and cause damage to the reputation of game companies. We examined in-game transactions to reveal RMT by constructing a social graph of virtual goods exchanges in an online game and identifying network communities of users. We analyzed approximately 6,000,000 transactions in a popular online game and inferred RMT transactions by comparing the RMT transactions crawled from an out-game market. Our findings are summarized as follows: (1) the size of the RMT market could be approximately estimated; (2) professional RMT providers typically form a specific network structure (either star-shape or chain) in the trading network, which can be used as a clue for tracing RMT transactions; and (3) the observed RMT market has evolved over time into a monopolized market with a small number of large-sized virtual goods providers.
Meanwhile, we refer to many previous studies for social network analysis. @cite_10 is a representative study for a social network on the Internet. @cite_12 proposed a spammer detection model using network analysis in Twitter. @cite_25 studied the social BOT network in Facebook. Although these studies analyzed services on the Internet, their approaches and techniques were helpful in analyzing social networks in online games. We believe that our work can additionally contribute to understanding network structures of other Internet services.
@cite_10 @cite_25 @cite_12
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Online social networking sites like Orkut, YouTube, and Flickr are among the most popular sites on the Internet. Users of these sites form a social network, which provides a powerful means of sharing, organizing, and finding content and contacts. The popularity of these sites provides an opportunity to study the characteristics of online social network graphs at large scale. Understanding these graphs is important, both to improve current systems and to design new applications of online social networks. This paper presents a large-scale measurement study and analysis of the structure of multiple online social networks. We examine data gathered from four popular online social networks: Flickr, YouTube, LiveJournal, and Orkut. We crawled the publicly accessible user links on each site, obtaining a large portion of each social network's graph. Our data set contains over 11.3 million users and 328 million links. We believe that this is the first study to examine multiple online social networks at scale. Our results confirm the power-law, small-world, and scale-free properties of online social networks. We observe that the indegree of user nodes tends to match the outdegree; that the networks contain a densely connected core of high-degree nodes; and that this core links small groups of strongly clustered, low-degree nodes at the fringes of the network. Finally, we discuss the implications of these structural properties for the design of social network based systems. Online Social Networks (OSNs) have become an integral part of today's Web. Politicians, celebrities, revolutionists, and others use OSNs as a podium to deliver their message to millions of active web users. Unfortunately, in the wrong hands, OSNs can be used to run astroturf campaigns to spread misinformation and propaganda. Such campaigns usually start off by infiltrating a targeted OSN on a large scale. In this paper, we evaluate how vulnerable OSNs are to a large-scale infiltration by socialbots: computer programs that control OSN accounts and mimic real users. We adopt a traditional web-based botnet design and built a Socialbot Network (SbN): a group of adaptive socialbots that are orchestrated in a command-and-control fashion. We operated such an SbN on Facebook---a 750 million user OSN---for about 8 weeks. We collected data related to users' behavior in response to a large-scale infiltration where socialbots were used to connect to a large number of Facebook users. Our results show that (1) OSNs, such as Facebook, can be infiltrated with a success rate of up to 80 , (2) depending on users' privacy settings, a successful infiltration can result in privacy breaches where even more users' data are exposed when compared to a purely public access, and (3) in practice, OSN security defenses, such as the Facebook Immune System, are not effective enough in detecting or stopping a large-scale infiltration as it occurs.