Predicting network traffic for collaborative virtual environments
TNC'98 Proceedings of the TERENA networking conference '98 on Towards networking and services in the year 2001
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
Latency and player actions in online games
Communications of the ACM - Entertainment networking
An empirical evaluation of TCP performance in online games
Proceedings of the 2006 ACM SIGCHI international conference on Advances in computer entertainment technology
Game traffic analysis: an MMORPG perspective
Computer Networks: The International Journal of Computer and Telecommunications Networking
A framework for multiuser distributed virtual environments
IEEE Transactions on Systems, Man, and Cybernetics, Part B: Cybernetics
MMORPG Player actions: Network performance, session patterns and latency requirements analysis
Multimedia Tools and Applications
Virtual worlds, real traffic: interaction and adaptation
MMSys '10 Proceedings of the first annual ACM SIGMM conference on Multimedia systems
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
Review: Packet-level traffic analysis of online games from the genre characteristics perspective
Journal of Network and Computer Applications
Traffic modeling of player action categories in a MMORPG
Proceedings of the 4th International ICST Conference on Simulation Tools and Techniques
MMORPG player behavior model based on player action categories
Proceedings of the 10th Annual Workshop on Network and Systems Support for Games
Methods and network architecture for modifying extensible virtual environment to support mobility
Proceedings of the 15th International Academic MindTrek Conference: Envisioning Future Media Environments
Hi-index | 0.00 |
In Massive Multiplayer Online Role Playing Games (MMORPGs) players can perform various actions in the virtual world. We try to answer the question how is generated network traffic, and to what extent, dependent of the action that player performs and overall context/situation in the virtual world. We have divided action types in four major categories: questing, trading, raiding, and player versus player (PvP) combat. We have carried out action-specific measurements of the network traffic for the World of Warcraft (WoW) game and gathered 1.28 GB of data on which the analysis was performed. The traffic analysis included network bandwidth usage, packet payload size, percentage of data packets in the total traffic, packet rate, and packet interarrival and interdeparture times. While the category of PvP combat has highest overall demands on the client side traffic, raiding imposes highest demands on the server side. Trading showed lowest demands on the both sides in almost all categories of the analysis.