Mercury: supporting scalable multi-attribute range queries
Proceedings of the 2004 conference on Applications, technologies, architectures, and protocols for computer communications
A fully distributed architecture for massively multiplayer online games
Proceedings of 3rd ACM SIGCOMM workshop on Network and system support for games
Using n-trees for scalable event ordering in peer-to-peer games
NOSSDAV '05 Proceedings of the international workshop on Network and operating systems support for digital audio and video
Networked game mobility model for first-person-shooter games
NetGames '05 Proceedings of 4th ACM SIGCOMM workshop on Network and system support for games
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
Measurement-based characterization of a collection of on-line games
IMC '05 Proceedings of the 5th ACM SIGCOMM conference on Internet Measurement
A federated peer-to-peer network game architecture
IEEE Communications Magazine
A distributed architecture for multiplayer interactive applications on the Internet
IEEE Network: The Magazine of Global Internetworking
Computer Networks: The International Journal of Computer and Telecommunications Networking
Donnybrook: enabling large-scale, high-speed, peer-to-peer games
Proceedings of the ACM SIGCOMM 2008 conference on Data communication
Efficient management of data center resources for massively multiplayer online games
Proceedings of the 2008 ACM/IEEE conference on Supercomputing
A case for mutual notification: a survey of P2P protocols for massively multiplayer online games
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
Avatar mobility in user-created networked virtual worlds: measurements, analysis, and implications
Multimedia Tools and Applications
On the impacts of human interactions in MMORPG traffic
Multimedia Tools and Applications
A location aware P2P voice communication protocol for networked virtual environments
Proceedings of the 16th ACM Symposium on Virtual Reality Software and Technology
QuON: a quad-tree-based overlay protocol for distributed virtual worlds
International Journal of Advanced Media and Communication
Networked Graphics: Building Networked Games and Virtual Environments
Networked Graphics: Building Networked Games and Virtual Environments
Avatar movement in World of Warcraft battlegrounds
Proceedings of the 8th Annual Workshop on Network and Systems Support for Games
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
Group movement in World of Warcraft Battlegrounds
International Journal of Advanced Media and Communication
Why MMORPG players do what they do: relating motivations to action categories
International Journal of Advanced Media and Communication
World of warcraft avatar history dataset
MMSys '11 Proceedings of the second annual ACM conference on Multimedia systems
The near-term feasibility of P2P MMOG's
Proceedings of the 9th Annual Workshop on Network and Systems Support for Games
Improved load balancing on distributed massive simulation environments
OTM'10 Proceedings of the 2010 international conference on On the move to meaningful internet systems
Peer-assisted online games with social reciprocity
Proceedings of the Nineteenth International Workshop on Quality of Service
A study on the goal value for massively multiplayer online role-playing games players
Computers in Human Behavior
MMORPG player behavior model based on player action categories
Proceedings of the 10th Annual Workshop on Network and Systems Support for Games
Implementing human questioning strategies into quizzing-robot
HRI '12 Proceedings of the seventh annual ACM/IEEE international conference on Human-Robot Interaction
P2P consistency support for large-scale interactive applications
Computer Networks: The International Journal of Computer and Telecommunications Networking
Characterizing virtual populations in massively multiplayer online role-playing games
MMM'10 Proceedings of the 16th international conference on Advances in Multimedia Modeling
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
Ranking factors of team success
Proceedings of the 22nd international conference on World Wide Web companion
Peer-to-peer architectures for massively multiplayer online games: A Survey
ACM Computing Surveys (CSUR)
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Understanding the distributions and behaviors of players within Massively Multiplayer Online Games (MMOGs) is essential for research in scalable architectures for these systems. We provide the first look into this problem through a measurement study on one of the most popular MMOGs, World of Warcraft [15]. Our goal is to answer four fundamental questions: how does the population of the virtual world change over time, how are players distributed in the virtual world, how much churn occurs with players, and how do they move in the virtual world. Through probing-based measurements, our preliminary results show that populations fluctuate according to a prime-time schedule, player distribution and churn appears to occur on a power-law distribution, and players move to only a small number of zones during each playing session. The ultimate goal of our research is to design an accurate player model for MMOGs so that future research can predict and simulate player behavior and population fluctuations over time.