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A long-term study of a popular MMORPG
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Source Network and System Support for Games archive
Proceedings of the 6th ACM SIGCOMM workshop on Network and system support for games table of contents
Melbourne, Australia
Pages 19-24  
Year of Publication: 2007
ISBN:978-0-9804460-0-5
Authors
Wu-chang Feng  Portland State University
David Brandt  CCP Games
Debanjan Saha  IBM Research
Sponsor
ACM: Association for Computing Machinery
Publisher
ACM  New York, NY, USA
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ABSTRACT

Over the last decade, Massively Multi-player On-line Role Playing Games (MMORPGs), have become big business. In typical MMORPGs, players pay a monthly subscription to the game publisher who hosts the game and provides periodic content updates. To be successful, game publishers must characterize their player population so that they can provision sufficient resources to support the game and so that they can update the game in a timely manner. To this end, this paper provides the first, long-term study of a popular MMORPG from its launch. Our dataset encompasses the entire lifetime of "EVE Online" [1, 2], a science-fiction based MMORPG that has supported nearly 1 million unique players, 67 million player sessions, and 17,000 player years of gameplay since its launch in May 2003.



Collaborative Colleagues:
Wu-chang Feng: colleagues
David Brandt: colleagues
Debanjan Saha: colleagues