Lead users: a source of novel product concepts
Management Science
Distribution of online hardcore player behavior: (how hardcore are you?)
NetGames '06 Proceedings of 5th ACM SIGCOMM workshop on Network and system support for games
International Journal of Electronic Commerce
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In this paper we analyze different kinds of World of Warcraft players -- normal, professional and high ELO player - and evaluate their behavior in online gaming communities in an experimental environment. The experiment points out a linkage between the group of professional players and the group of high ELO players. We created an online community for the massive multiplayer online game World of Warcraft. The main findings of the experiment are a lower login rate of the high ELO players, higher count of posts for the online community by high ELO players and an overall higher game experience by these players. Some of these results are counter-intuitive to the picture of a professional player. The gathered data during the experiment does not support the hypotheses that high ELO users have a higher number of logins in the community. This implies that high ELO players tend rather to visit less and be more active in the community in this time or that they be active over a extend period of time within one login at the community site.