Game traffic analysis: an MMORPG perspective
NOSSDAV '05 Proceedings of the international workshop on Network and operating systems support for digital audio and video
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
System-performance modeling for massively multiplayer online role-playing games
IBM Systems Journal
Latency and player actions in online games
Communications of the ACM - Entertainment networking
Measurement-based characterization of a collection of on-line games
IMC '05 Proceedings of the 5th ACM SIGCOMM conference on Internet Measurement
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
Traffic analysis of avatars in Second Life
Proceedings of the 18th International Workshop on Network and Operating Systems Support for Digital Audio and Video
An analysis of WoW players' game hours
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
MMORPG player behavior model based on player action categories
Proceedings of the 10th Annual Workshop on Network and Systems Support for Games
The anatomy of a large mobile massively multiplayer online game
Proceedings of the first ACM international workshop on Mobile gaming
The anatomy of a large mobile massively multiplayer online game
ACM SIGCOMM Computer Communication Review - Special october issue SIGCOMM '12
Dynamic load balancing in distributed virtual environments using heat diffusion
ACM Transactions on Multimedia Computing, Communications, and Applications (TOMCCAP)
Forecasting online game addictiveness
Proceedings of the 11th Annual Workshop on Network and Systems Support for Games
Modeling Avatar Mobility of Networked Virtual Environments
Proceedings of International Workshop on Massively Multiuser Virtual Environments
Characterization of Human Mobility in Networked Virtual Environments
Proceedings of Network and Operating System Support on Digital Audio and Video Workshop
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Understanding player distributions, sessions, and movements in a Massively Multiplayer Online Role-Playing Game (MMORPG) is essential for research in scalable architectures for these systems. We present the first detailed measurement study and the first models of the virtual populations in two popular MMORPGs, World of Warcrafttm and Warhammer Onlinetm. Our results show that while these two types of MMORPGs are significantly different in play style, the features of their virtual populations can be modeled similarly, allowing future researchers to accurately simulate these types of games.