Scheduled System Maintenance:
On May 6th, single article purchases and IEEE account management will be unavailable from 8:00 AM - 5:00 PM ET (12:00 - 21:00 UTC). We apologize for the inconvenience.
By Topic

The study of online games based on virtual social relationship about the games of the kaixin-net

Sign In

Cookies must be enabled to login.After enabling cookies , please use refresh or reload or ctrl+f5 on the browser for the login options.

Formats Non-Member Member
$31 $13
Learn how you can qualify for the best price for this item!
Become an IEEE Member or Subscribe to
IEEE Xplore for exclusive pricing!
close button

puzzle piece

IEEE membership options for an individual and IEEE Xplore subscriptions for an organization offer the most affordable access to essential journal articles, conference papers, standards, eBooks, and eLearning courses.

Learn more about:

IEEE membership

IEEE Xplore subscriptions

3 Author(s)
Yue Yang ; Sch. of Electr. & Inf. Eng., Beijing Jiaotong Univ., Beijing, China ; Changjia Chen ; Chen, Yishuai

The virtual unity of real social relationship is not original. Recently, some online games based on social relationship are more and more popular. Thanks to the real social relationship, those special games are interesting and amazing. We took the online games of ldquokaixin-netrdquo (www.kaixin001.com) as an example to study. Those special games are able to turn the real relations of friends to a kind of virtual relations. Users are also able to earn some virtual money with the conversion. Through the datasets collected from the Web, we found that there is some kind of correlation between the users' social relationship and their virtual income. That is discussed in this paper.

Published in:

Computing, Communication, Control, and Management, 2009. CCCM 2009. ISECS International Colloquium on  (Volume:1 )

Date of Conference:

8-9 Aug. 2009