Modelling user behaviour in networked games
MULTIMEDIA '01 Proceedings of the ninth ACM international conference on Multimedia
Estimating a distribution function for censored time series data
Journal of Multivariate Analysis
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
Collaborative Play in World of Warcraft
LA-WEB '06 Proceedings of the Fourth Latin American Web Congress
Characterization of user behavior in a multi-player online game
Proceedings of the 2005 ACM SIGCHI International Conference on Advances in computer entertainment technology
Measurement-based characterization of a collection of on-line games
IMC '05 Proceedings of the 5th ACM SIGCOMM conference on Internet Measurement
Understanding social interaction in world of warcraft
Proceedings of the international conference on Advances in computer entertainment technology
A long-term study of a popular MMORPG
Proceedings of the 6th ACM SIGCOMM workshop on Network and system support for games
A measurement study of virtual populations in massively multiplayer online games
Proceedings of the 6th ACM SIGCOMM workshop on Network and system support for games
MMORPG Player actions: Network performance, session patterns and latency requirements analysis
Multimedia Tools and Applications
Analysis of Area Revisitation Patterns in World of Warcarft
ICEC '09 Proceedings of the 8th International Conference on Entertainment Computing
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
On prophesying online gamer departure
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
World of warcraft avatar history dataset
MMSys '11 Proceedings of the second annual ACM conference on Multimedia systems
Analysis of multiplayer platform users activity based on the virtual and real time dimension
SocInfo'11 Proceedings of the Third international conference on Social informatics
MMORPG player behavior model based on player action categories
Proceedings of the 10th Annual Workshop on Network and Systems Support for Games
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
Forecasting online game addictiveness
Proceedings of the 11th Annual Workshop on Network and Systems Support for Games
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Online gaming has become increasingly popular in recent years. Currently, the most common business model of online gaming is based on monthly subscription fees that game players pay to obtain credits, which allow them to start or continue a journey in the game's virtual world. Therefore, from the perspective of game operators, predicting how many players will join a game and how long they will stay in the game is important since these two factors dominate their revenue. This paper represents a pilot study of the predictability of online gamers' subscription time. Specifically, we study the gameplay hours of online gamers and investigate whether strong patterns are embedded in their game hours. Our ultimate goal is to provide a prediction model of online gamers, which takes a player's game hours as the input and predicts whether the player will leave in the near future. Our study is based on real-life traces collected from World of Warcraft, a famous MMORPG (Massively Multiplayer Online Role-Playing Game). The traces contain the gameplay histories of 34,524 players during a two-year period. We believe that our study would be useful for building a prediction model of players' future game hours and unsubscription decisions; i.e., decisions not to renew subscriptions.