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S C I E N C E * PA S S I O N * T E C H N O L O G Y
SOCIAL NETWORK ANALYSIS OF THE
GLOBAL GAME JAM NETWORK
J O H A N N A P I R K E R , T U G R A Z , A U S T R I A
F O A A D K H O S M O O D , C A L P O LY, C A
C H R I S T I A N G Ü T L , C U R T I N U N I V E R S I T Y, A U S T R A L I A
F E B - 2 6 : : I C G J 2 0 1 7 , S A N F R A N C I S C O
JOHANNA PIRKER
▸ Computer Scientist & Software Engineering @Graz University of
Technology
▸ Virtual Worlds @Massachusetts Institute of Technology
▸ Researcher at Institute for Information Systems & Computer Media, TU
Graz
▸ Virtual, Immersive Realities & Worlds
▸ HCI, E-Learning, UX, Data Analysis (SNA)
▸ Games Education (for CS) & Research, Design, Development & Analysis
▸ Website: www.jpirker.com
@JOEYPRINK
DATA ANALYTICS
▸ Understanding jammer behaviour to create better or
innovative jam experiences
▸ Understanding and identifying patterns in jammer
data
▸ -> who is the jammer?
▸ -> statistics on jam behaviour (retention rate,
concurrency, ..)
▸ -> social behaviour of jammers?
SOCIAL NETWORK ANALYSIS
SOCIAL NETWORK ANALYSIS
▸ “Strategy for investigating social structures through
the use of network and graph theories”
▸ Nodes (actors, people, topics)
▸ Ties / Edges (relationships)
▸ We can model the world around us as networks
▸ To get new information
Further reading: jis.sagepub.com/content/28/6/441.short
SIX DEGREES OF SEPARATION
▸ In 1967, Stanley Milgram (social psychologist at Yale &
Harvard) conducted the small-world-experiment that
is the basis of the “six degrees of separation” concept.
▸ He sent several packages to randomly selected
individuals in the US, asking them to forward the
package to a target contact person in Boston. The
average path length for the received packages was
around 5.5.
Further reading: en.wikipedia.org/wiki/Small-world_experiment
SIX DEGREES OF SEPARATION
▸ In 2008, a study of Microsoft showed that the average
chain of contacts between users of MSN was 6.6
people.
▸ In 2016, Facebook observed an average connection
distance between Facebook users of 3.57.
Further reading: en.wikipedia.org/wiki/Small-world_experiment
www.tugraz.at n
Hier könnte Ihr
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Six Degrees of Separation
April 28, 2015
Christian Gütl, Johanna Pirker - Institute of Information Systems and Computer Media
8
www.tugraz.at n
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Social Network Analysis - Applications
§  Political Blogs
§  Prior to the 2004 U.S. Presidential election
April 28, 2015
Christian Gütl, Johanna Pirker - Institute of Information Systems and Computer Media
10
Reading: http://dl.acm.org/citation.cfm?id=1134277
www.tugraz.at n
Hier könnte Ihr
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Social Network Analysis – Applications
§  Organizations
§  Email delivery at HP labs
§  Informal communication
April 28, 2015
Christian Gütl, Johanna Pirker - Institute of Information Systems and Computer Media
11
Reading: http://www.cs.princeton.edu/~chazelle/courses/BIB/HubermanAdamic.pdf
www.tugraz.at n
Hier könnte Ihr
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Social Network Analysis – Applications
§  Ingredient networks
April 28, 2015
Christian Gütl, Johanna Pirker - Institute of Information Systems and Computer Media
12
Reading: http://dl.acm.org/citation.cfm?id=2380757
S O C I A L N E T W O R K S I N D E S T I N Y
Rattinger, A., Wallner, G., Drachen, A., Pirker, J., & Sifa, R. (2016, September) Integrating and Inspecting Combined Behavioral Profiling and Social Network Models in Destiny,15th International Conference on Entertainment
Computing (in press).
SOCIAL NETWORK ANALYSIS OF
THE GLOBAL GAME JAM NETWORK
MAIN CONTRIBUTION
▸ First construction of social jammer networks within
Global Game Jam
▸ Basic social network analysis of the jammer
network
▸ Discussion of potential social networks for the GGJ
and future game jam research
GLOBAL GAME JAM
▸ “world’s largest game development event taking
place around the world at physical locations”
▸ each game uploaded to GGJ website and linked to
jammer profiles
▸ -> social interactions
▸ -> international context
DATASET
▸ Dataset crawled from GGJ website
▸ 2014-2016
▸ registered jam sites (1.637 dp)
▸ location, country, jammers,
uploaded games
▸ jammer entries (85.387 dp)
▸ locations, skills, uploaded games
▸ uploaded games (15.955 dp)
▸ name, platforms, tools, description
▸ Data set pre-processing (cleaning):
▸ names replaced by IDs
▸ only jammers who submitted required
information (18.426)
NETWORK RELATIONSHIP
explicit (friend, follow information) vs implicit (shared
interests) networks
▸ Jammer Network: describes connections between
jammers through the games they have developed together
(v= jammer, e = developed games together)
▸ Location Network: demonstrates the connectivity between
various locations or nations through (moving) jammers (v =
location, e = jammers developed games together)
▸ Game Network: represents a network of all games
developed connected through jammers (v = games, e =
common jammers in the development process)
NETWORK RELATIONSHIP
‣ Jammer Network
‣ three-year span
‣ v: jammers
‣ e: developed a game
together 

‣ undirected, weighted graph
‣ (weight: # games developed
together)
JAMMER 1
JAMMER 2
JAMMER 3
3
1
ANALYSIS & RESULTS
GOAL
▸ look at subset of network to get an understanding of the
structure in the GGJ network
▸ identify potential future research possibilities with this data
▸ identify potential of graphs as tool
NETWORK
NETWORK
NETWORK STRUCTURE
▸ Average degree
▸ avg # of connections j2j: 4.335;
most 2-6 jammers
▸ almost 1.500 jammers degree of
1 :-(, a few 9+
NETWORK STRUCTURE
▸ Average weighted degree
▸ avg # of weighted connections
j2j: 5.515
▸ likely to work with same
people
NETWORK STRUCTURE
▸ Of 39,939 edges, which represent
the collaboration through games,
▸ 8,631 (21.61%) collaborate
more than one time with the
same jammer,
▸ 1,998 (0.50%) more than twice,
and
▸ 233 (0.58%) more than 3 times.
▸ 29 (0.07%) even worked
together 4 or more times with
the same partner (e.g. working on
two games at the same jam).
NETWORK STRUCTURE
▸ Largest Component (LCC)
▸ very small!
▸ 56 nodes, 194 edges
▸ Game jam location in Brazil
▸ avg degree: 6.929
▸ weighted degree: 12.786
▸ Many of these jammers have participated every
year, some have even worked on more than one
game per year.
NETWORK STRUCTURE
Bridge!
GOALS
• Improve our understanding of the jammer
engagement and behaviours to improve experience
• Find issues to avoid drop-outs
• Find “important” nodes (bridges) and “weak” nodes
• Find flaws early and maybe also automatically/
dynamically
OBSERVATIONS
• Jammer graph is not connected: several subgraphs
representing the location, and barely connected to
other sites
• Degree can be used to predict tasks (e.g. high degree
refers to audio engineers)
• Network metrics can be used to correlate with aspects
such as retention rates or engagement (future work)
IDEAS
Social Networks to Strengthen the Community:
Social network can be used to identify weak ties and important
nodes, which are ”bridges” or ”hubs” and are connecting many
other nodes and components. is knowledge can be useful to avoid
drop-outs.
Additionally, SNA can be used to identify ”strong” nodes (with a
high degree). These nodes are often very experienced with game
jams and can be used as ”experts” to create new jam sites or to help
organizing events, or as part of a group, which is not very
experienced yet.
IDEAS
Social Networks for Dynamic Group Formation
Graph-based recommendation tools are already popular in
various fields, such as games, recipes and products. Forming
proper and meaningful groups can be a struggle in large game
jam settings, as no widely adopted methods exist.
Using social networks in a tool for group formation could be a
fast, easy, and interesting replacement of traditional methods.
IDEAS
Collaboration Graph as Engagement Tool
Based on the social network measure a new form of social engagement can be
created. Similar to the Small World Problem or the Erdos number, the collaboration
graph can be used to engage jammers, to collaborate with new jammers, or jammers
at different locations.
As gamification tools, jammers could be motivated through their ”degree”, or the
path length to another person (e.g. a famous game developer, the ”Carmack
number”) to collaborate with new jammers.
Carmack Number 0
Carmack Number n
Carmack Number 1
IDEAS
Collaboration Graph as Engagement Tool
Based on the social network measure a new form of social engagement can be
created. Similar to the Small World Problem or the Erdos number, the collaboration
graph can be used to engage jammers, to collaborate with new jammers, or jammers
at different locations.
As gamification tools, jammers could be motivated through their ”degree”, or the
path length to another person (e.g. a famous game developer, the ”Romero
number”) to collaborate with new jammers.
Romero Number 0
Romero Number n
Romero Number 1
IDEAS
Collaboration Graph as Engagement Tool
Based on the social network measure a new form of social engagement can be
created. Similar to the Small World Problem or the Erdos number, the collaboration
graph can be used to engage jammers, to collaborate with new jammers, or jammers
at different locations.
As gamification tools, jammers could be motivated through their ”degree”, or the
path length to another person (e.g. a famous game developer, the ”Pirker number”)
to collaborate with new jammers.
Pirker Number 0
Pirker Number n
Pirker Number n-1Pirker Number n-1
THANK YOU FOR YOUR
ATTENTION.
JOHANNA PIRKER, JPIRKER@MIT.EDU, @JOEYPRINK


Further information:
jpirker.com
Thanks to GGJ Foundation!
Thanks to the reviewers!

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Social Network Analysis of the Global Game Jam Network

  • 1. S C I E N C E * PA S S I O N * T E C H N O L O G Y SOCIAL NETWORK ANALYSIS OF THE GLOBAL GAME JAM NETWORK J O H A N N A P I R K E R , T U G R A Z , A U S T R I A F O A A D K H O S M O O D , C A L P O LY, C A C H R I S T I A N G Ü T L , C U R T I N U N I V E R S I T Y, A U S T R A L I A F E B - 2 6 : : I C G J 2 0 1 7 , S A N F R A N C I S C O
  • 2. JOHANNA PIRKER ▸ Computer Scientist & Software Engineering @Graz University of Technology ▸ Virtual Worlds @Massachusetts Institute of Technology ▸ Researcher at Institute for Information Systems & Computer Media, TU Graz ▸ Virtual, Immersive Realities & Worlds ▸ HCI, E-Learning, UX, Data Analysis (SNA) ▸ Games Education (for CS) & Research, Design, Development & Analysis ▸ Website: www.jpirker.com @JOEYPRINK
  • 3. DATA ANALYTICS ▸ Understanding jammer behaviour to create better or innovative jam experiences ▸ Understanding and identifying patterns in jammer data ▸ -> who is the jammer? ▸ -> statistics on jam behaviour (retention rate, concurrency, ..) ▸ -> social behaviour of jammers?
  • 5. SOCIAL NETWORK ANALYSIS ▸ “Strategy for investigating social structures through the use of network and graph theories” ▸ Nodes (actors, people, topics) ▸ Ties / Edges (relationships) ▸ We can model the world around us as networks ▸ To get new information Further reading: jis.sagepub.com/content/28/6/441.short
  • 6. SIX DEGREES OF SEPARATION ▸ In 1967, Stanley Milgram (social psychologist at Yale & Harvard) conducted the small-world-experiment that is the basis of the “six degrees of separation” concept. ▸ He sent several packages to randomly selected individuals in the US, asking them to forward the package to a target contact person in Boston. The average path length for the received packages was around 5.5. Further reading: en.wikipedia.org/wiki/Small-world_experiment
  • 7. SIX DEGREES OF SEPARATION ▸ In 2008, a study of Microsoft showed that the average chain of contacts between users of MSN was 6.6 people. ▸ In 2016, Facebook observed an average connection distance between Facebook users of 3.57. Further reading: en.wikipedia.org/wiki/Small-world_experiment
  • 8. www.tugraz.at n Hier könnte Ihr Logo stehen Six Degrees of Separation April 28, 2015 Christian Gütl, Johanna Pirker - Institute of Information Systems and Computer Media 8
  • 9. www.tugraz.at n Hier könnte Ihr Logo stehen Social Network Analysis - Applications §  Political Blogs §  Prior to the 2004 U.S. Presidential election April 28, 2015 Christian Gütl, Johanna Pirker - Institute of Information Systems and Computer Media 10 Reading: http://dl.acm.org/citation.cfm?id=1134277
  • 10. www.tugraz.at n Hier könnte Ihr Logo stehen Social Network Analysis – Applications §  Organizations §  Email delivery at HP labs §  Informal communication April 28, 2015 Christian Gütl, Johanna Pirker - Institute of Information Systems and Computer Media 11 Reading: http://www.cs.princeton.edu/~chazelle/courses/BIB/HubermanAdamic.pdf
  • 11. www.tugraz.at n Hier könnte Ihr Logo stehen Social Network Analysis – Applications §  Ingredient networks April 28, 2015 Christian Gütl, Johanna Pirker - Institute of Information Systems and Computer Media 12 Reading: http://dl.acm.org/citation.cfm?id=2380757
  • 12. S O C I A L N E T W O R K S I N D E S T I N Y Rattinger, A., Wallner, G., Drachen, A., Pirker, J., & Sifa, R. (2016, September) Integrating and Inspecting Combined Behavioral Profiling and Social Network Models in Destiny,15th International Conference on Entertainment Computing (in press).
  • 13. SOCIAL NETWORK ANALYSIS OF THE GLOBAL GAME JAM NETWORK
  • 14. MAIN CONTRIBUTION ▸ First construction of social jammer networks within Global Game Jam ▸ Basic social network analysis of the jammer network ▸ Discussion of potential social networks for the GGJ and future game jam research
  • 15. GLOBAL GAME JAM ▸ “world’s largest game development event taking place around the world at physical locations” ▸ each game uploaded to GGJ website and linked to jammer profiles ▸ -> social interactions ▸ -> international context
  • 16. DATASET ▸ Dataset crawled from GGJ website ▸ 2014-2016 ▸ registered jam sites (1.637 dp) ▸ location, country, jammers, uploaded games ▸ jammer entries (85.387 dp) ▸ locations, skills, uploaded games ▸ uploaded games (15.955 dp) ▸ name, platforms, tools, description ▸ Data set pre-processing (cleaning): ▸ names replaced by IDs ▸ only jammers who submitted required information (18.426)
  • 17. NETWORK RELATIONSHIP explicit (friend, follow information) vs implicit (shared interests) networks ▸ Jammer Network: describes connections between jammers through the games they have developed together (v= jammer, e = developed games together) ▸ Location Network: demonstrates the connectivity between various locations or nations through (moving) jammers (v = location, e = jammers developed games together) ▸ Game Network: represents a network of all games developed connected through jammers (v = games, e = common jammers in the development process)
  • 18. NETWORK RELATIONSHIP ‣ Jammer Network ‣ three-year span ‣ v: jammers ‣ e: developed a game together 
 ‣ undirected, weighted graph ‣ (weight: # games developed together) JAMMER 1 JAMMER 2 JAMMER 3 3 1
  • 20. GOAL ▸ look at subset of network to get an understanding of the structure in the GGJ network ▸ identify potential future research possibilities with this data ▸ identify potential of graphs as tool
  • 23. NETWORK STRUCTURE ▸ Average degree ▸ avg # of connections j2j: 4.335; most 2-6 jammers ▸ almost 1.500 jammers degree of 1 :-(, a few 9+
  • 24. NETWORK STRUCTURE ▸ Average weighted degree ▸ avg # of weighted connections j2j: 5.515 ▸ likely to work with same people
  • 25. NETWORK STRUCTURE ▸ Of 39,939 edges, which represent the collaboration through games, ▸ 8,631 (21.61%) collaborate more than one time with the same jammer, ▸ 1,998 (0.50%) more than twice, and ▸ 233 (0.58%) more than 3 times. ▸ 29 (0.07%) even worked together 4 or more times with the same partner (e.g. working on two games at the same jam).
  • 26. NETWORK STRUCTURE ▸ Largest Component (LCC) ▸ very small! ▸ 56 nodes, 194 edges ▸ Game jam location in Brazil ▸ avg degree: 6.929 ▸ weighted degree: 12.786 ▸ Many of these jammers have participated every year, some have even worked on more than one game per year.
  • 28. GOALS • Improve our understanding of the jammer engagement and behaviours to improve experience • Find issues to avoid drop-outs • Find “important” nodes (bridges) and “weak” nodes • Find flaws early and maybe also automatically/ dynamically
  • 29. OBSERVATIONS • Jammer graph is not connected: several subgraphs representing the location, and barely connected to other sites • Degree can be used to predict tasks (e.g. high degree refers to audio engineers) • Network metrics can be used to correlate with aspects such as retention rates or engagement (future work)
  • 30. IDEAS Social Networks to Strengthen the Community: Social network can be used to identify weak ties and important nodes, which are ”bridges” or ”hubs” and are connecting many other nodes and components. is knowledge can be useful to avoid drop-outs. Additionally, SNA can be used to identify ”strong” nodes (with a high degree). These nodes are often very experienced with game jams and can be used as ”experts” to create new jam sites or to help organizing events, or as part of a group, which is not very experienced yet.
  • 31. IDEAS Social Networks for Dynamic Group Formation Graph-based recommendation tools are already popular in various fields, such as games, recipes and products. Forming proper and meaningful groups can be a struggle in large game jam settings, as no widely adopted methods exist. Using social networks in a tool for group formation could be a fast, easy, and interesting replacement of traditional methods.
  • 32. IDEAS Collaboration Graph as Engagement Tool Based on the social network measure a new form of social engagement can be created. Similar to the Small World Problem or the Erdos number, the collaboration graph can be used to engage jammers, to collaborate with new jammers, or jammers at different locations. As gamification tools, jammers could be motivated through their ”degree”, or the path length to another person (e.g. a famous game developer, the ”Carmack number”) to collaborate with new jammers. Carmack Number 0 Carmack Number n Carmack Number 1
  • 33. IDEAS Collaboration Graph as Engagement Tool Based on the social network measure a new form of social engagement can be created. Similar to the Small World Problem or the Erdos number, the collaboration graph can be used to engage jammers, to collaborate with new jammers, or jammers at different locations. As gamification tools, jammers could be motivated through their ”degree”, or the path length to another person (e.g. a famous game developer, the ”Romero number”) to collaborate with new jammers. Romero Number 0 Romero Number n Romero Number 1
  • 34. IDEAS Collaboration Graph as Engagement Tool Based on the social network measure a new form of social engagement can be created. Similar to the Small World Problem or the Erdos number, the collaboration graph can be used to engage jammers, to collaborate with new jammers, or jammers at different locations. As gamification tools, jammers could be motivated through their ”degree”, or the path length to another person (e.g. a famous game developer, the ”Pirker number”) to collaborate with new jammers. Pirker Number 0 Pirker Number n Pirker Number n-1Pirker Number n-1
  • 35. THANK YOU FOR YOUR ATTENTION. JOHANNA PIRKER, JPIRKER@MIT.EDU, @JOEYPRINK 
 Further information: jpirker.com Thanks to GGJ Foundation! Thanks to the reviewers!