Measurement-based characterization of a collection of on-line games
IMC '05 Proceedings of the 5th ACM SIGCOMM conference on Internet Measurement
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
Unveiling facebook: a measurement study of social network based applications
Proceedings of the 8th ACM SIGCOMM conference on Internet measurement
An analysis of WoW players' game hours
Proceedings of the 7th ACM SIGCOMM Workshop on Network and System Support for Games
Network level footprints of facebook applications
Proceedings of the 9th ACM SIGCOMM conference on Internet measurement conference
Proceedings of the 8th international conference on Mobile systems, applications, and services
IEEE/ACM Transactions on Networking (TON)
Characterizing virtual populations in massively multiplayer online role-playing games
MMM'10 Proceedings of the 16th international conference on Advances in Multimedia Modeling
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We describe a large-scale and long-term measurement study of a popular mobile Massively Multiplayer Online Role Playing Game (MMORPG), called Parallel Kingdom, which has over 600,000 unique users distributed across more than 100 countries. Our study covers important aspects of the game including (i) characteristics of its population, (ii) players' game usage behavior, and (iii) correlation between players' interest and the money spent by them in the game. Our measurement study spans almost the entire life of the game staring from its inception on October 31, 2008 to November 10, 2011 (1104 days in total). To perform this study, we instrumented the game's client software (iOS and Android) to interact with our measurement server. The rich dataset gathered allowed us to analyze various characteristics of this highly popular mobile MMORPG.