Lightweight QoS-support for networked mobile gaming
Proceedings of 3rd 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
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
Analysis of factors affecting players' performance and perception in multiplayer games
NetGames '05 Proceedings of 4th ACM SIGCOMM workshop on Network and system support for games
"Alone together?": exploring the social dynamics of massively multiplayer online games
Proceedings of the SIGCHI Conference on Human Factors in Computing Systems
Latency and player actions in online games
Communications of the ACM - Entertainment networking
Game traffic analysis: an MMORPG perspective
Computer Networks: The International Journal of Computer and Telecommunications Networking
Virtual context based services for support of interaction in virtual worlds
Proceedings of the 6th 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
Proceedings of the 7th ACM SIGCOMM Workshop on Network and System 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
Action prediction of opponents in MMORPG using data stream mining approach with heuristic motions
ISTASC'10 Proceedings of the 10th WSEAS international conference on Systems theory and scientific computation
Why MMORPG players do what they do: relating motivations to action categories
International Journal of Advanced Media and Communication
The near-term feasibility of P2P MMOG's
Proceedings of the 9th Annual Workshop on Network and Systems Support for Games
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
Characterizing virtual populations in massively multiplayer online role-playing games
MMM'10 Proceedings of the 16th international conference on Advances in Multimedia Modeling
Peer-to-peer architectures for massively multiplayer online games: A Survey
ACM Computing Surveys (CSUR)
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Providing Massively Multiplayer Online Role-Playing Games (MMORPGs) is a big challenge for future mobile, IP-based networks. Understanding how the players' actions affect the network parameters, the game platform, and the overall perceived quality is highly relevant for the purposes of game design, as well as for the networking infrastructure and network support for games. We break player actions down into discrete categories, and show that each category is distinct in terms of several key metrics. We discuss which categories of actions could be supported on current mobile devices, and present evidence in form of a user survey demonstrating the demand for such services. The starting points into the discussion include the networking, session and latency requirements for particular player actions on one side, and the players' interest on the other. The Blizzard Entertainment's World of Warcraft (WoW) is used as a case study.