"Alone together?": exploring the social dynamics of massively multiplayer online games
Proceedings of the SIGCHI Conference on Human Factors in Computing Systems
Designing Virtual Worlds
Network game design: hints and implications of player interaction
NetGames '06 Proceedings of 5th ACM SIGCOMM workshop on Network and system support for games
Improving gaming experience in zonal MMOGs
Proceedings of the 15th international conference on Multimedia
A Latency-Aware Partitioning Method for Distributed Virtual Environment Systems
IEEE Transactions on Parallel and Distributed Systems
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
HICSS '09 Proceedings of the 42nd Hawaii International Conference on System Sciences
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
MMORPG Player actions: Network performance, session patterns and latency requirements analysis
Multimedia Tools and Applications
Online gaming and P2P file sharing in next-generation EPONs
IEEE Communications Magazine
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
Review: Engagement in digital entertainment games: A systematic review
Computers in Human Behavior
Traffic modeling of player action categories in a MMORPG
Proceedings of the 4th International ICST Conference on Simulation Tools and Techniques
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This paper presents an analysis of relations between player motivation and behaviour in a Massively Multiplayer Online Role-Playing Game (MMORPG). Player motivation is measured in terms of percentile ranks of motivational components for MMORPG players defined by Nick Yee. Player behaviour is described through previously defined action categories for MMORPGs (Trading, Questing, Dungeons, Raiding, Player versus Player Combat, and Communication). We conduct a player survey and perform measurements on the client side for a group of 104 players of World of Warcraft. Additionally we examine the importance of both voice and textual communication in MMORPGs.