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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.
REFERENCES
Note: OCR errors may be found in this Reference List extracted from the full text article. ACM has opted to expose the complete List rather than only correct and linked references.
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1
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"EVE Online," http://eve-online.com/.
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CCP, "CCP Games," http://ccpgames.com/.
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3
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Kuan-Ta Chen , Polly Huang , Chun-Ying Huang , Chin-Laung Lei, Game traffic analysis: an MMORPG perspective, Proceedings of the international workshop on Network and operating systems support for digital audio and video, June 13-14, 2005, Stevenson, Washington, USA
[doi> 10.1145/1065983.1065988]
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4
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Jaecheol Kim , Jaeyoung Choi , Dukhyun Chang , Taekyoung Kwon , Yanghee Choi , Eungsu Yuk, Traffic characteristics of a massively multi-player online role playing game, Proceedings of 4th ACM SIGCOMM workshop on Network and system support for games, October 10-11, 2005, Hawthorne, NY
[doi> 10.1145/1103599.1103619]
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C. Chambers, W. Feng, S. Sahu, and D. Saha, "Measurement-based Characterization of a Collection of On-line Games," in Internet Measurement Conference, October 2005.
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"Earth and Beyond Trial Program," http://eve-online.com/enb.
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CITED BY 4
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Vlad Nae , Alexandru Iosup , Stefan Podlipnig , Radu Prodan , Dick Epema , Thomas Fahringer, Efficient management of data center resources for massively multiplayer online games, Proceedings of the 2008 ACM/IEEE conference on Supercomputing, November 15-21, 2008, Austin, Texas
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