Online multiplayer games are a popular form of social interaction, used by hundreds of millions of individuals. However, little is known about the social networks within these online games, or how they evolve over time. Understanding human social dynamics within massive online games can shed new light on social interactions in general and inform the development of more engaging systems. Here, we study a novel, large friendship network, inferred from nearly 18 billion social interactions over 44 weeks between 17 million individuals in the popular online game Halo:Reach. This network is one of the largest, most detailed temporal interaction networks studied to date, and provides a novel perspective on the dynamics of online friendship networks, as opposed to mere interaction graphs. Initially, this network exhibits strong structural turnover and decays rapidly from a peak size. In the following period, however, both network size and turnover stabilize, producing a dynamic structural equilibrium. In contrast to other studies, we nd that the Halo friendship network is non-densifying: both the mean degree and the average pairwise distance are stable, suggesting that densication cannot occur when maintaining friendships is costly. Finally, players with greater long-term engagement exhibit stronger local clustering, suggesting a group-level social engagement process. These results demonstrate the utility of online games for studying social networks, shed new light on empirical temporal graph patterns, and clarify the claims of universality of network densication.
The topology of social networks can be understood as being inherently dynamic, with edges having a distinct position in time. Most characterizations of dynamic networks discretize time by converting temporal information into a sequence of network "snapshots" for further analysis. Here we study a highly resolved data set of a dynamic proximity network of 66 individuals. We show that the topology of this network evolves over a very broad distribution of time scales, that its behavior is characterized by strong periodicities driven by external calendar cycles, and that the conversion of inherently continuous-time data into a sequence of snapshots can produce highly biased estimates of network structure. We suggest that dynamic social networks exhibit a natural time scale nat , and that the best conversion of such dynamic data to a discrete sequence of networks is done at this natural rate. In this paper, we consider the evolution of structure within large online social networks. We present a series of measurements of two such networks, together comprising in excess of five million people and ten million friendship links, annotated with metadata capturing the time of every event in the life of the network. Our measurements expose a surprising segmentation of these networks into three regions: singletons who do not participate in the network; isolated communities which overwhelmingly display star structure; and a giant component anchored by a well-connected core region which persists even in the absence of stars.We present a simple model of network growth which captures these aspects of component structure. The model follows our experimental results, characterizing users as either passive members of the network; inviters who encourage offline friends and acquaintances to migrate online; and linkers who fully participate in the social evolution of the network. How do real graphs evolve over time? What are "normal" growth patterns in social, technological, and information networks? Many studies have discovered patterns in static graphs, identifying properties in a single snapshot of a large network, or in a very small number of snapshots; these include heavy tails for in- and out-degree distributions, communities, small-world phenomena, and others. However, given the lack of information about network evolution over long periods, it has been hard to convert these findings into statements about trends over time.Here we study a wide range of real graphs, and we observe some surprising phenomena. First, most of these graphs densify over time, with the number of edges growing super-linearly in the number of nodes. Second, the average distance between nodes often shrinks over time, in contrast to the conventional wisdom that such distance parameters should increase slowly as a function of the number of nodes (like O(log n) or O(log(log n)).Existing graph generation models do not exhibit these types of behavior, even at a qualitative level. We provide a new graph generator, based on a "forest fire" spreading process, that has a simple, intuitive justification, requires very few parameters (like the "flammability" of nodes), and produces graphs exhibiting the full range of properties observed both in prior work and in the present study. Social networking services are a fast-growing business in the Internet. However, it is unknown if online relationships and their growth patterns are the same as in real-life social networks. In this paper, we compare the structures of three online social networking services: Cyworld, MySpace, and orkut, each with more than 10 million users, respectively. We have access to complete data of Cyworld's ilchon (friend) relationships and analyze its degree distribution, clustering property, degree correlation, and evolution over time. We also use Cyworld data to evaluate the validity of snowball sampling method, which we use to crawl and obtain partial network topologies of MySpace and orkut. Cyworld, the oldest of the three, demonstrates a changing scaling behavior over time in degree distribution. The latest Cyworld data's degree distribution exhibits a multi-scaling behavior, while those of MySpace and orkut have simple scaling behaviors with different exponents. Very interestingly, each of the two e ponents corresponds to the different segments in Cyworld's degree distribution. Certain online social networking services encourage online activities that cannot be easily copied in real life; we show that they deviate from close-knit online social networks which show a similar degree correlation pattern to real-life social networks. We empirically analyze five online communities: Friendster, Livejournal, Facebook, Orkut, and Myspace, to study how social networks decline. We define social resilience as the ability of a community to withstand changes. We do not argue about the cause of such changes, but concentrate on their impact. Changes may cause users to leave, which may trigger further leaves of others who lost connection to their friends. This may lead to cascades of users leaving. A social network is said to be resilient if the size of such cascades can be limited. To quantify resilience, we use the k-core analysis, to identify subsets of the network in which all users have at least k friends. These connections generate benefits (b) for each user, which have to outweigh the costs (c) of being a member of the network. If this difference is not positive, users leave. After all cascades, the remaining network is the k-core of the original network determined by the cost-to-benefit (c b) ratio. By analysing the cumulative distribution of k-cores we are able to calculate the number of users remaining in each community. This allows us to infer the impact of the c b ratio on the resilience of these online communities. We find that the different online communities have different k-core distributions. Consequently, similar changes in the c b ratio have a different impact on the amount of active users. Further, our resilience analysis shows that the topology of a social network alone cannot explain its success of failure. As a case study, we focus on the evolution of Friendster. We identify time periods when new users entering the network observed an insufficient c b ratio. This measure can be seen as a precursor of the later collapse of the community. Our analysis can be applied to estimate the impact of changes in the user interface, which may temporarily increase the c b ratio, thus posing a threat for the community to shrink, or even to collapse.