On the impact of delay on real-time multiplayer games
NOSSDAV '02 Proceedings of the 12th international workshop on Network and operating systems support for digital audio and video
Latency and User Behaviour on a Multiplayer Game Server
NGC '01 Proceedings of the Third International COST264 Workshop on Networked Group Communication
A Load Balancing Algorithm for a Distributed Multimedia Game Server Architecture
ICMCS '99 Proceedings of the IEEE International Conference on Multimedia Computing and Systems - Volume 2
An Evaluation of Grouping Techniques for State Dissemination in Networked Multi-User Games
MASCOTS '01 Proceedings of the Ninth International Symposium in Modeling, Analysis and Simulation of Computer and Telecommunication Systems
Research note: Source models of network game traffic
Computer Communications
A distributed architecture for multiplayer interactive applications on the Internet
IEEE Network: The Magazine of Global Internetworking
From a single- to multi-server online game: a Quake 3 case study using RTF
ACE '08 Proceedings of the 2008 International Conference on Advances in Computer Entertainment Technology
An analysis of WoW players' game hours
Proceedings of the 7th ACM SIGCOMM Workshop on Network and System Support for Games
Characterizing graphical desktop sharing system's workload in collaborative virtual environments
CCNC'09 Proceedings of the 6th IEEE Conference on Consumer Communications and Networking Conference
World of warcraft avatar history dataset
MMSys '11 Proceedings of the second annual ACM conference on Multimedia systems
QoS-Aware Revenue-Cost Optimization for Latency-Sensitive Services in IaaS Clouds
DS-RT '12 Proceedings of the 2012 IEEE/ACM 16th International Symposium on Distributed Simulation and Real Time Applications
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In recent years, multi-player online games (MOGs) have gained enormous popularity and become a major trend in the entertainment industry. Much research has been focusing on improving the performance and scalability of MOG systems. However, relatively little attention has been paid to the study of user behavior. As with other complex interactive applications, a good understanding of user behavior is important to the design of MOG systems. In this paper, we discuss the advantages of a user behavior workload model to the software industry and the research community, and describe a method to develop such a model. For illustrative purposes, we study user behavior by using the measurement data collected from an existing MOG system. This includes the characterization of the interarrival time of logon users, the transition probability of avatars within the virtual environment, the residence time at a room, and the session length. Our results not only provide an insight into user behavior in MOGs, but they are also useful in the development of workload models in performance studies of MOG systems.