You are provided with the abstract of a scientific paper and the abstracts of the papers it references. Your task is to write a Related Work section for the main paper. This section should concisely summarize and integrate the key points from the cited abstracts, reflecting how they relate to the main paper's contributions and context. In your summary, use numerical citation markers like [1], [2], etc., to refer to the corresponding papers.

Main Abstract:
Many adult content websites incorporate social networking features. Although these are popular, they raise significant challenges, including the potential for users to "catfish", i.e., to create fake profiles to deceive other users. This paper takes an initial step towards automated catfish detection. We explore the characteristics of the different age and gender groups, identifying a number of distinctions. Through this, we train models based on user profiles and comments, via the ground truth of specially verified profiles. Applying our models for age and gender estimation of unverified profiles, we identify 38 of profiles who are likely lying about their age, and 25 who are likely lying about their gender. We find that women have a greater propensity to catfish than men. Further, whereas women catfish select from a wide age range, men consistently lie about being younger. Our work has notable implications on operators of such online social networks, as well as users who may worry about interacting with catfishes.

Cited Abstract(s):
[1]: As players craft and enact identities in digital games, the relationship between player and avatar gender remains unclear. This study examines how 11 in-game chat, movement, and appearance behaviors differed by gender and by men who did and did not use a female avatar – or ‘gender-switchers’. Drawing on social role and feminist theories of gender, we argue that gender differences in behavior align with the social roles and norms that establish appropriate and inappropriate behavior for men and women. Thus we complicate questions of ‘gender-switching’ by examining not only player gender, but also player psychological Gender Role as measured by the Bem Sex Role Inventory to examine how gender does – and does not – manifest in digital worlds. Analysis revealed that men may not necessarily seek to mask their offline gender when they use a female avatar, but there is evidence they do reinforce idealized notions of feminine appearance and communication. Movement behaviors, however, show no differences across me...

[2]: Modern Massively Multiplayer Online Role-Playing Games (MMORPGs) provide lifelike virtual environments in which players can conduct a variety of activities including combat, trade, and chat with other players. While the game world and the available actions therein are inspired by their offline counterparts, the games' popularity and dedicated fan base are testaments to the allure of novel social interactions granted to people by allowing them an alternative life as a new character and persona. In this paper we investigate the phenomenon of "gender swapping," which refers to players choosing avatars of genders opposite to their natural ones. We report the behavioral patterns observed in players of Fairyland Online, a globally serviced MMORPG, during social interactions when playing as in-game avatars of their own real gender or gender-swapped. We also discuss the effect of gender role and self-image in virtual social situations and the potential of our study for improving MMORPG quality and detecting online identity frauds.

[3]: ABSTRACT Massively multiplayer online role-playing games (MMORPGs) are one of the most interesting innovations in the area of online computer gaming. Given the relative lack of research in the area, the main aims of the study were to examine (a) the impact of online gaming (e.g., typical playing behavior) in the lives of online gamers, (b) the effect of online socializing in the lives of gamers, and (c) why people engage in gender swapping. A self-selecting sample of 119 online gamers ranging from 18 to 69 years of age (M = 28.5 years) completed a questionnaire. The results showed that just over one in five gamers (21 ) said they preferred socializing online to offline. Significantly more male gamers than female gamers said that they found it easier to converse online than offline. It was also found that 57 of gamers had engaged in gender swapping, and it is suggested that the online female persona has a number of positive social attributes in a male-oriented environment.

[4]: 

[5]: The emergence and actions of the so-called Islamic State of Iraq and the Levant (ISIL ISIS) has received widespread news coverage across the World, largely due to their capture of large swathes of land across Syria and Iraq, and the publishing of execution and propaganda videos. Enticed by such material published on social media and attracted to the cause of ISIS, there have been numerous reports of individuals from European countries (the United Kingdom and France in particular) moving to Syria and joining ISIS. In this paper our aim to understand what happens to Europe-based Twitter users before, during, and after they exhibit pro-ISIS behaviour (i.e. using pro-ISIS terms, sharing content from pro-ISIS accounts), characterising such behaviour as radicalisation signals. We adopt a data-mining oriented approach to computationally determine time points of activation (i.e. when users begin to adopt pro-ISIS behaviour), characterise divergent behaviour (both lexically and socially), and quantify influence dynamics as pro-ISIS terms are adopted. Our findings show that: (i) of 154K users examined only 727 exhibited signs of pro-ISIS behaviour and the vast majority of those 727 users became with such behaviour during the summer of 2014 when ISIS shared many beheading videos online; (ii) users exhibit significant behaviour divergence around the time of their activation, and; (iii) social homophily has a strong bearing on the diffusion process of pro-ISIS terms through Twitter.

[6]: In the last decade, Online Social Networks (OSNs) have taken the world by storm. They range from superficial to professional, from focused to general-purpose, and, from free-form to highly structured. Numerous people have multiple accounts within the same OSN and even more people have an account on more than one OSN. Since all OSNs involve some amount of user input, often in written form, it is natural to consider whether multiple incarnations of the same person in various OSNs can be effectively correlated or linked. One intuitive means of linking accounts is by using stylometric analysis. This paper reports on (what we believe to be) the first trilateral large-scale stylometric OSN linkability study. Its outcome has important implications for OSN privacy. The study is trilateral since it involves three OSNs with very different missions: (1) Yelp, known primarily for its user-contributed reviews of various venues, e.g, dining and entertainment, (2) Twitter, popular for its pithy general-purpose micro-blogging style, and (3) Flickr, used exclusively for posting and labeling (describing) photographs. As our somewhat surprising results indicate, stylometric linkability of accounts across these heterogeneous OSNs is both viable and quite effective. The main take-away of this work is that, despite OSN heterogeneity, it is very challenging for one person to maintain privacy across multiple active accounts on different OSNs.

[7]: The Isis toolkit offers the sophisticated capabilities required to analyze digital personas and provide investigators with clues to the identity of the individual or group hiding behind one or more personas.
A number of studies have also looked at online gender swapping more generally [4] . For example, [1] [2] found that gender swapping in online gaming is commonplace. The reasons for such activities have also been explored via surveys [3] . Reasons given include: curiosity and the desire to experiment; the perception that the opposite gender is treated better; and the belief that playing the opposite gender will allow new forms of behaviour, or gain advantages. This complements our own work, although we do not focus on finding the reasons for users to catfish. Other general work on identifying deception in online communication include linking authors across OSNs [6] , detecting online personas [3]7 , and identifying divergent political inclinations [5] .