A traffic characterization of popular on-line games
IEEE/ACM Transactions on Networking (TON)
Characterizing user mobility in second life
Proceedings of the first workshop on Online social networks
Traffic analysis of avatars in Second Life
Proceedings of the 18th International Workshop on Network and Operating Systems Support for Digital Audio and Video
Avatar mobility in user-created networked virtual worlds: measurements, analysis, and implications
Multimedia Tools and Applications
Avatar movement in World of Warcraft battlegrounds
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
Dynamic Resource Provisioning in Massively Multiplayer Online Games
IEEE Transactions on Parallel and Distributed Systems
IEEE/ACM Transactions on Networking (TON)
IEEE/ACM Transactions on Networking (TON)
Proceedings of the 3rd Multimedia Systems Conference
Characterizing virtual populations in massively multiplayer online role-playing games
MMM'10 Proceedings of the 16th international conference on Advances in Multimedia Modeling
On Delay Adjustment for Dynamic Load Balancing in Distributed Virtual Environments
IEEE Transactions on Visualization and Computer Graphics
VON: a scalable peer-to-peer network for virtual environments
IEEE Network: The Magazine of Global Internetworking
Human mobility characterization from cellular network data
Communications of the ACM
GamingAnywhere: an open cloud gaming system
Proceedings of the 4th ACM Multimedia Systems Conference
The brewing storm in cloud gaming: a measurement study on cloud to end-user latency
Proceedings of the 11th Annual Workshop on Network and Systems Support for Games
Proceedings of the 11th Annual Workshop on Network and Systems Support for Games
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The design and tuning of networked virtual environments (NVEs), such as World of Warcraft (WoW), require understanding the in-NVE mobility characteristics of their citizens. Although many mobility-aware NVE systems already exist, their validation and further development have been hampered by the lack of public datasets and of comparison studies based on multiple datasets. To address these two issues, in this work we collect from WoW mobility traces for over 30,000 virtual citizens, and compare these traces with traces collected from Second Life (SL) where the environment is designed and changed significantly by the citizens themselves. Furthermore, motivated by the existence of numerous studies and models of networked real-world environments (NRE), we systematically compare the characteristics of two NVE and two NRE mobility traces. Our comparative study reveals that long-tail distributions characterize well various mobility characteristics, that the invisible boundary of human movement also appears for NVEs, and that area-visitation shows personal preferences. We also find several differences between NVE and NRE mobility characteristics.