TY - GEN
T1 - Identifying bullies with a computer game
AU - Mancilla-Caceres, Juan F.
AU - Pu, Wen
AU - Amir, Eyal
AU - Espelage, Dorothy
PY - 2012
Y1 - 2012
N2 - Current computer involvement in adolescent social networks (youth between the ages of 11 and 17) provides new opportunities to study group dynamics, interactions amongst peers, and individual preferences. Nevertheless, most of the research in this area focuses on efficiently retrieving information that is explicit in large social networks (e.g., properties of the graph structure), but not on how to use the dynamics of the virtual social network to discover latent characteristics of the real-world social network. In this paper, we present the analysis of a game designed to take advantage of the familiarity of adolescents with online social networks, and describe how the data generated by the game can be used to identify bullies in 5th grade classrooms. We present a probabilistic model of the game and using the in-game interactions of the players (i.e., content of chat messages) infer their social role within their classroom (either a bully or non-bully). The evaluation of our model is done by using previously collected data from psychological surveys on the same 5th grade population and by comparing the performance of the new model with off-the-shelf classifiers.
AB - Current computer involvement in adolescent social networks (youth between the ages of 11 and 17) provides new opportunities to study group dynamics, interactions amongst peers, and individual preferences. Nevertheless, most of the research in this area focuses on efficiently retrieving information that is explicit in large social networks (e.g., properties of the graph structure), but not on how to use the dynamics of the virtual social network to discover latent characteristics of the real-world social network. In this paper, we present the analysis of a game designed to take advantage of the familiarity of adolescents with online social networks, and describe how the data generated by the game can be used to identify bullies in 5th grade classrooms. We present a probabilistic model of the game and using the in-game interactions of the players (i.e., content of chat messages) infer their social role within their classroom (either a bully or non-bully). The evaluation of our model is done by using previously collected data from psychological surveys on the same 5th grade population and by comparing the performance of the new model with off-the-shelf classifiers.
UR - http://www.scopus.com/inward/record.url?scp=84868281386&partnerID=8YFLogxK
UR - http://www.scopus.com/inward/citedby.url?scp=84868281386&partnerID=8YFLogxK
M3 - Conference contribution
AN - SCOPUS:84868281386
SN - 9781577355687
T3 - Proceedings of the National Conference on Artificial Intelligence
SP - 1592
EP - 1598
BT - AAAI-12 / IAAI-12 - Proceedings of the 26th AAAI Conference on Artificial Intelligence and the 24th Innovative Applications of Artificial Intelligence Conference
T2 - 26th AAAI Conference on Artificial Intelligence and the 24th Innovative Applications of Artificial Intelligence Conference, AAAI-12 / IAAI-12
Y2 - 22 July 2012 through 26 July 2012
ER -