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    <journal-meta />
    <article-meta>
      <title-group>
        <article-title>Snag'em: Graph Data Mining for a Social Networking Game</article-title>
      </title-group>
      <contrib-group>
        <contrib contrib-type="author">
          <string-name>Veronica Cateté</string-name>
          <email>vmcatete@ncsu.edu</email>
          <xref ref-type="aff" rid="aff0">0</xref>
        </contrib>
        <contrib contrib-type="author">
          <string-name>Collin Lynch</string-name>
          <email>cflynch@ncsu.edu</email>
          <email>ynch@ncsu.edu</email>
          <xref ref-type="aff" rid="aff0">0</xref>
        </contrib>
        <contrib contrib-type="author">
          <string-name>Drew Hicks</string-name>
          <email>aghicks3@ncsu.edu</email>
          <xref ref-type="aff" rid="aff0">0</xref>
        </contrib>
        <contrib contrib-type="author">
          <string-name>Tiffany Barnes</string-name>
          <email>tmbarnes@ncsu.edu</email>
          <xref ref-type="aff" rid="aff0">0</xref>
        </contrib>
        <aff id="aff0">
          <label>0</label>
          <institution>North Carolina State, University</institution>
          ,
          <addr-line>911 Oval Drive, Raleigh, NC 27606</addr-line>
          ,
          <country country="US">USA</country>
        </aff>
      </contrib-group>
      <abstract>
        <p>New conference attendees often lack existing social networks and thus face di culties in identifying relevant collaborators or in making appropriate connections. As a consequence they often feel disconnected from the research community and do not derive the desired bene ts from the conferences that they attend. In this paper we discuss Snag'em, a social network game designed to support new conference attendees in forming social connections and in developing an appropriate research network. Snag'em has been used at seven professional conferences and in four student settings and is the subject of active research and development. The developers have sought to make the system engaging and competitive while preventing players from `gaming' it and thus accruing points while neglecting to form real-world connections. We brie y describe the system itself, discuss its impact on users, and describe our ongoing work on the identi cation of critical hub players and important social networks.</p>
      </abstract>
      <kwd-group>
        <kwd>eol&gt;Social Networks</kwd>
        <kwd>Gami cation</kwd>
        <kwd>Conferences</kwd>
        <kwd>Underrepresented Populations</kwd>
      </kwd-group>
    </article-meta>
  </front>
  <body>
    <sec id="sec-1">
      <title>1. INTRODUCTION</title>
      <p>
        Social networking is an essential task at any academic
conference or professional venue. One of the primary goals of
attendees is to seek out relevant work, identify potential
collaborators, and to maintain existing connections. Many
of these contacts are made by building upon existing
relationships and by expanding the attendees existing social
network. New conference goers however, particularly
students and historically underrepresented groups, lack these
foundational networks and thus face di culties making
connections. Based on Tinto's Theory of University Departure,
increased interaction with other students, faculty, sta and
community supporters can increase the retention rate of
minority populations and sense of community within secondary
and post-secondary academic communities [
        <xref ref-type="bibr" rid="ref7">7</xref>
        ].
      </p>
      <p>
        In academia, sense of community has a strong positive
correlation with retention [
        <xref ref-type="bibr" rid="ref7">7</xref>
        ]. Research indicates that students
who do not feel as if they are part of a larger academic
community are less likely to participate in extracurricular
activities and organizations. This leads to lower retention rates,
especially amongst minority students who su er without a
strong student support group [
        <xref ref-type="bibr" rid="ref7">7</xref>
        ]. A feeling of community
can be nurtured with small group activities that augment
the individual's role within a setting and helps students to
foster connections [
        <xref ref-type="bibr" rid="ref8">8</xref>
        ].
      </p>
      <p>
        Snag'em was designed as a pervasive game to encourage
valuable professional networking and promote sense of
community. The system's pervasive features are designed to
help players translate their in-game networks directly into
real world peer groups. The system was originally created
for the 2009 Students and Technology Academia Research &amp;
Service (STARS) conference. This conference is unusual in
that it is an academic conference designed speci cally to
engage with minority and female undergraduates majoring in
computing elds. Students who attend the conference
participate in competitions and attend training sessions to
support engagement and research. Studies conducted at prior
conferences has shown that while students were engaged in
the training sessions and vigorously involved in learning they
did not develop the lasting social connections that can arise
out of conferences. Snag'em was designed to engage
students in social networking through gami cation of the
process. Prior research has shown that social games can help
people to engage in otherwise challenging or uncomfortable
situations [
        <xref ref-type="bibr" rid="ref2 ref3 ref4 ref6">6, 4, 2, 3</xref>
        ].
      </p>
      <p>Snag'em functions as a large human scavenger hunt.
Players are assigned a set of relevant tags (e.g. \I'm a games
researcher", or \I'm interested in data-mining"). They are
then assigned a set of missions (e.g. \Find someone who
specializes in HCI") which they must complete by identifying
and engaging with an appropriate individual. The system
was developed in PHP with a MySQL backed and provides
a web-based front end for players to edit their pro le and to
record interactions. We have also developed a mobile
version of Snag'em which allows players to access the game via
tablets and smartphones. The game itself is designed for
easy deployment to new conferences and we are presently
adding features that will allow us to automatically populate
the database with initial tags.</p>
      <p>Figure 1 shows a snapshot of the mission browser screen from
the web version of Snag'em. Contact is registered when the
players enter a 4-digit ID from the other person. In
addition to missions the systems also allows players to record
notes about one-another for future reference (e.g. \I should
e-mail my proposal to him after the conference") and to send
one-another messages. A sample message from the mobile
interface is shown in Figure 2. Snag'em can also be
congured to suggest speci c individuals that students should
make contact with based upon their mutual interests or
social connections.</p>
      <p>The system logs all player interactions including tag
updates, missions completed, notes made, messages, sent,
connections added, and so on. This provides a rich dataset of
information that we can use to analyze social patterns at
conferences and to improve the impact of the intervention.
In addition to the raw logs the game contains a number of
features to support easy analysis. The developers have
created a set of badges that allowed administrators to easily
track the number of people playing via the mobile or web
interfaces as well as the number of missions completed. The
badge system also provides a simple visual record of the
types of features (i.e. notes, tags, avatars) each player is
using. The badge systems also allows administrators to note
the frequency of use, time of day that players are online and
so on.
To date, Snag'em has been used at seven academic
conferences. It has also been deployed to help incoming freshman
and transfer students connect at four academic institutions.
In 2009, for example, Snag'em was used by new students in
the College of Computing and Informatics at the University
of North Carolina at Charlotte. Students were able to play
the game during the freshman orientation week with kiosks
available for students to sign up located in the College of
Computing and Informatics. SNAG'EM was used alongside
other social activities to get students acquainted with each
other, the faculty, and the CCI campus.</p>
    </sec>
    <sec id="sec-2">
      <title>2. PRIOR ANALYSIS</title>
      <p>
        We have studied the impact of Snag'em on users and found
that playing the game improved conference attendees' sense
of community [
        <xref ref-type="bibr" rid="ref1 ref6">6, 1</xref>
        ]. We have also analyzed the existing
dataset both to test the implementation of the Snag'em
features, and to identify hubs or critical players whose activity
predicts the behavior of others.
      </p>
      <p>In analyzing the game mechanisms we have focused
primarily on the STARS 2009 dataset. As mentioned above STARS
is primarily targeted at undergraduate students speci cally
females and underrepresented minorities. We deployed the
system via the conference infrastructure and set up a table
near the registration booth. The game was active during
the rst two full days of the conference. The conference
had 280 attendees 60.0% of whom were female (N=168) and
70% of which (N=196) were students. Roughly 28% of the
conference-goers played the game (N=80) of whom 50% were
female. In previous analysis 35.0% of the players were
classi ed as active. It is important to note that this data was
collected on an earlier version of SNAG'EM where players
could snag each other only once, and only a single mission
was available at a time. Because completing missions was
signi cantly more di cult in this version of the game,
players were classi ed as active if they completed at least two
missions. An additional 50% of the players were classi ed
as Interested, meaning they did more than just register for
the game or that they completed one mission.
Our analysis of this data was focused primarily on the
mission and scoring systems. In 2009 the mission system was
relatively simple and focused solely on guiding students to
locate a single individual with a desired tag. Players were
then guided to record the match via the ID system discussed
above. Both the missions generated and points received were
determined by the state of the current network. When
generating missions we attempted to ensure that they were of
varying di culty, and were relevant to the current user. In
this iteration of the system the missions could only be
satis ed by identifying someone whom the user had not
previously snagged. The target tags were selected from the full set
listed in the system. Easy missions were assigned high
frequency tags (more than 12 of the non-adjacent users), while
medium missions were assigned tags that are present in 14 of
non-adjacent users and hard missions required tags present
in less than 41 of the non-adjacent community.</p>
      <p>The di culty of the mission determined the base score which
was then modi ed by a connectedness factor. This factor
was greater than 1 if adding this connection expanded your
\Friends of friends," that is, the number of vertices less than
2 edges distant from the user. The connectedness factor was
less than 1 if you completed the mission using the ID of a
person you were already adjacent to, In this way we hoped
to encourage players to branch out.</p>
      <p>When developing the system we had hoped that players
would develop social networks that exhibited breadth (i.e.
meeting lots of people), depth (i.e. getting to know some
individuals well), and mutuality (i.e. snags in both directions).
We therefore hoped that users' immediate neighborhoods
would be large and relatively dense with multiple snags
between some people and bidirectional connections. When
analyzing the STARS 2009 dataset, however, we found that
this was not the case. Rather the game mechanics
encouraged players to make a relatively large number of unrelated
connections which, in turn, produced relatively broad and
shallow social neighborhoods with very few inbound arcs. In
fact some players actually opted to hide their IDs so that no
other player could gain points by using them to complete a
mission. As a consequence the attendees were actually less
likely to engage in the deep and meaningful conversations
required or to form lasting connections.</p>
      <p>In response to these results we have overhauled the
scoring system. This included changing the connectivity bonus
to reward players based upon the size of the largest clique
that they participate in. Players are now rewarded more
for expanding this clique, thus deepening their social
networks, than they are for adding an unrelated individual to
their friends of friends. We have also allowed players to
resnag the same individual for multiple missions with a low
penalty for re-snags, and have begun to reward players with
points for allowing themselves to be snagged to help others
complete a mission. We have not yet analyzed the e ects of
these changes on a the dataset.</p>
      <p>We have used two measures of importance when identifying
critical players. The rst is the simple interaction frequency
as measured by the number of outgoing arcs from a player in
the network. The second is membership in maximal cliques,
that is, cliques which are not part of a larger clique.
Players that participate in a large number of maximal cliques
are hubs. We were able to identify three distinct user
communities in the STARS 2009 dataset that centered on these
hubs. A sample community graph is shown in Figure 3. We
also found that the activity of these hub players was highly
correlated with the activity of the other players in the
community (r=0.827). A graph of these spikes is shown in Figure
4. More speci cally, on any day where one or more of the
hub players were active, we observed spikes in the number
of interactions taking place across users. We were able to
observe a similar e ect (r = 0.659) on days when the
developers had a booth/kiosk available.</p>
      <p>
        We also performed an analysis of hub players using the
UNCC Student Orientation dataset described above. In this
dataset 91 of the 1290 potential students registered to play
Snag'em of which 22% (N=20) were female [
        <xref ref-type="bibr" rid="ref5">5</xref>
        ]. This data
was collected on a version of Snag'em permitting multiple
missions and allowing players to connect with the same user
multiple times.We classi ed players as active if they
completed 5 or more missions. In total, 9 users were active
users during this study. However, all of these players were
moderators or members of the development team. In this
deployment almost all of the game interaction took place
at the registration table thus making the administrators
responsible for most of the activity. We had hypothesized
that the moderators would only need to initiate the game
and then it would be self-sustaining. As our analysis shows
however, this was not the case. In general the players did
not think about the game outside of the advertised area.
      </p>
    </sec>
    <sec id="sec-3">
      <title>3. OPEN QUESTIONS &amp; FUTURE WORK</title>
      <p>Our prior research has focused on identifying key players
using graph methods. We plan to continue examining these
key players in future work and to modify the mission
selection criteria to better engage players that have not been
active recently. Our chosen method of community
detection, based upon maximal cliques, is both computationally
expensive on large networks and can change substantially
based upon small shifts in the network. Using a simpler,
less volatile measure to identify community centers would
allow us to adapt the gameplay based upon those
communities more e ciently. This would in turn enable us to
encourage new players to speci cally seek out these active players
in an e ort to better engage them from the start. Di
erent community detection algorithms might identify di erent
hub players, or provide di erent ways of scoring missions
that help to foster larger communities. Further
development in this area might facilitate play in the absence of an
instigating `active player' or outside of areas with an active
game station or kiosk.</p>
      <p>One open question is how to better identify hub players
during the game, and modify mission selection criteria to engage
inactive players or players who don't need motivation to
network. These `social elites' are important to attract, as they
are precisely who we should be encouraging our players to
network with. If we are better able to build and analyze our
networks, we may be able to o er features to these social
elites that would attract them to Snag'em as a system more
than the gami cation aspects would. We hope to explore
techniques for reliably generating edges and tags for users
based on existing data sources like conference proceedings
or citations. This would reduce the burden of entry on new
players, particularly elites, and make it more likely for those
users to participate in networking (if not gameplay) using
SNAG'EM.</p>
      <p>We also plan to expand our in-game evaluation of Snag'em
itself. We are presently adapting the system to poll
players for their opinions as the system is used. This will
better help us to identify the immediate impact of the system
on users' social connections. We will be deploying some of
these new features of the system during the 2014
Educational Datamining Conference in London as well as
subsequent conferences in 2014 and 2014.</p>
    </sec>
    <sec id="sec-4">
      <title>4. ACKNOWLEDGMENTS</title>
      <p>This research was supported by the NSF GRFP Fellowships
No. 0900860 &amp; No. 1252376 and BPC Grant No. 0739216
and No. 1042468 Thanks to all developers who have worked
on the SNAG'EM project. The authors also wish to thank
Shaghayegh Sahebi for her expert advice.</p>
    </sec>
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