Modelling user behaviour in networked games
MULTIMEDIA '01 Proceedings of the ninth ACM international conference on Multimedia
Modeling player session times of on-line games
NetGames '03 Proceedings of the 2nd 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
How sensitive are online gamers to network quality?
Communications of the ACM - Entertainment networking
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 measurement study of virtual populations in massively multiplayer online games
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
Effect of Network Quality on Player Departure Behavior in Online Games
IEEE Transactions on Parallel and Distributed Systems
On prophesying online gamer departure
Proceedings of the 8th Annual Workshop on Network and Systems Support for Games
Is Server Consolidation Beneficial to MMORPG? A Case Study of World of Warcraft
CLOUD '10 Proceedings of the 2010 IEEE 3rd International Conference on Cloud Computing
MMORPG player behavior model based on player action categories
Proceedings of the 10th Annual Workshop on Network and Systems Support for Games
Proceedings of the 11th Annual Workshop on Network and Systems Support for Games
Forecasting online game addictiveness
Proceedings of the 11th Annual Workshop on Network and Systems Support for Games
Technical Section: PLATO: A visual analytics system for gameplay data
Computers and Graphics
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From the perspective of game system designers, players' behavior is one of the most important factors they must consider when designing game systems. To gain a fundamental understanding of the game play behavior of online gamers, exploring users' game play time provides a good starting point. This is because the concept of game play time is applicable to all genres of games and it enables us to model the system workload as well as the impact of system and network QoS on users' behavior. It can even help us predict players' loyalty to specific games. In this paper, we present the World of Warcraft Avatar History (WoWAH) dataset, which comprises the records of 91,065 avatars. The data includes the avatars' game play times and a number of attributes, such as their race, profession, current level, and in-game locations, during a 1,107-day period between Jan. 2006 and Jan. 2009. We believe the WOWAH dataset could be used for various creative purposes, now that it is a public asset of the research community. It is available for free download at http://mmnet.iis.sinica.edu.tw/dl/wowah/.