Game traffic analysis: an MMORPG perspective
NOSSDAV '05 Proceedings of the international workshop on Network and operating systems support for digital audio and video
Traffic characteristics of a massively multi-player online role playing game
NetGames '05 Proceedings of 4th ACM SIGCOMM workshop on Network and system support for games
The effect of latency and network limitations on MMORPGs: a field study of everquest2
NetGames '05 Proceedings of 4th ACM SIGCOMM workshop on Network and system support for games
Measurement-based characterization of a collection of on-line games
IMC '05 Proceedings of the 5th ACM SIGCOMM conference on Internet Measurement
Efficient management of data center resources for massively multiplayer online games
Proceedings of the 2008 ACM/IEEE conference on Supercomputing
A peer auditing scheme for cheat elimination in MMOGs
Proceedings of the 7th ACM SIGCOMM Workshop on Network and System Support for Games
An analysis of WoW players' game hours
Proceedings of the 7th ACM SIGCOMM Workshop on Network and System Support for Games
Persistence in massively multiplayer online games
Proceedings of the 7th ACM SIGCOMM Workshop on Network and System Support for Games
Dynamic Real-Time Resource Provisioning for Massively Multiplayer Online Games
PaCT '09 Proceedings of the 10th International Conference on Parallel Computing Technologies
Networked Graphics: Building Networked Games and Virtual Environments
Networked Graphics: Building Networked Games and Virtual Environments
Hack, slash, and chat: a study of players' behavior and communication in MMORPGs
Proceedings of the 8th Annual Workshop on Network and Systems Support for Games
Why MMORPG players do what they do: relating motivations to action categories
International Journal of Advanced Media and Communication
Monitoring and fault tolerance for real-time online interactive applications
Euro-Par'09 Proceedings of the 2009 international conference on Parallel processing
Kevlar: a flexible infrastructure for wide-area collaborative applications
Proceedings of the ACM/IFIP/USENIX 11th International Conference on Middleware
MMORPG player behavior model based on player action categories
Proceedings of the 10th Annual Workshop on Network and Systems Support for Games
If you build it they might stay: retention mechanisms in World of Warcraft
Proceedings of the 6th International Conference on Foundations of Digital Games
Adaptive quests for dynamic world change in MMORPGs
Proceedings of the International Conference on the Foundations of Digital Games
The anatomy of a large mobile massively multiplayer online game
Proceedings of the first ACM international workshop on Mobile gaming
The anatomy of a large mobile massively multiplayer online game
ACM SIGCOMM Computer Communication Review - Special october issue SIGCOMM '12
Forecasting online game addictiveness
Proceedings of the 11th Annual Workshop on Network and Systems Support for Games
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Over the last decade, Massively Multi-player On-line Role Playing Games (MMORPGs), have become big business. In typical MMORPGs, players pay a monthly subscription to the game publisher who hosts the game and provides periodic content updates. To be successful, game publishers must characterize their player population so that they can provision sufficient resources to support the game and so that they can update the game in a timely manner. To this end, this paper provides the first, long-term study of a popular MMORPG from its launch. Our dataset encompasses the entire lifetime of "EVE Online" [1, 2], a science-fiction based MMORPG that has supported nearly 1 million unique players, 67 million player sessions, and 17,000 player years of gameplay since its launch in May 2003.