with a classifier trained in data from another coun-
try. These results indicate that our proposal is generic
enough to accurately model the behaviour of game in-
fluencers from different nationalities.
6 CONCLUSION
This paper presented a novel framework to detect
game influencers in Social Networks of Games.
Given the actions of millions of players in an online
game, how to detect the most influential users? It was
obviously necessary to model the players’ character-
istics, but how can it be done? To tackle the prob-
lem, we needed to capture relevant information from
the correlated evolution of more than one dynamic
network over time, which could not be performed
with the existing works. Then, we described how
to model this correlated evolution using data streams,
from which we extracted relevant features to properly
represent the players’ characteristics, and mapped the
game influencer detection problem into a classifica-
tion ML task that uses our features as input. Finally,
we validated our proposal by studying the famous Su-
per Mario Maker game, from Nintendo Inc., Japan.
The novel framework includes three feature ex-
tractors, i.e., Linear Regression, Delta Rank and Co-
efficient of Angle. They are unsupervised and based
on the temporal aspects of the players’ actions on
the social network. In the experimental evaluation,
28 classification algorithms were studied. Using our
features as input, the LogisticRegression classifier ob-
tained the bests results with accuracy (87.1%), preci-
sion (90.3%), recall (85.9%) and f1-score (85.7%).
We also demonstrated that the proposed framework
automatically detects game influencers with high ac-
curacy even when using data from distinct nations for
testing and training.
Analyzing Other Types of Social Networks: in
theory, our methodology can also be used in non-
game-related applications, such as to spot influencers
in other types of social networks by analyzing the
“likes” received by posts over time. Minor adapta-
tions may be needed, due to domain specificities. Ba-
sically, two dynamic networks are the only require-
ment; one to store the creator of digital content and
another to represent positive reactions (e.g., “like”) of
users to the content, as it is formalized in the paper.
Further Research: (1) analyze influencers’
games to discover popular games’ characteristics,
e.g., platform games’ characteristics, such as general
monsters, course size, challenges, traps, and so on;
(2) apply this framework in other domains to spot in-
fluencers; (3) also, use regression modeling to study
different degrees of influence over the players.
ACKNOWLEDGEMENTS
This work was supported by the Brazilian National
Council for Scientific and Technological Develop-
ment (CNPq); Coordination for the Improvement of
Higher Education Personnel - Brazil (CAPES) [grant
001]; Sao Paulo Research Foundation (FAPESP)
[grant 2018/05714-5]; and AWS Cloud Credits for
Research.
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