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ABSTRACT
Understanding the distributions and behaviors of players within Massively Multiplayer Online Games (MMOGs) is essential for research in scalable architectures for these systems. We provide the first look into this problem through a measurement study on one of the most popular MMOGs, World of Warcraft [15]. Our goal is to answer four fundamental questions: how does the population of the virtual world change over time, how are players distributed in the virtual world, how much churn occurs with players, and how do they move in the virtual world. Through probing-based measurements, our preliminary results show that populations fluctuate according to a prime-time schedule, player distribution and churn appears to occur on a power-law distribution, and players move to only a small number of zones during each playing session. The ultimate goal of our research is to design an accurate player model for MMOGs so that future research can predict and simulate player behavior and population fluctuations over time.
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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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[doi> 10.1145/1103599.1103619]
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CITED BY 7
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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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Ashwin Bharambe , John R. Douceur , Jacob R. Lorch , Thomas Moscibroda , Jeffrey Pang , Srinivasan Seshan , Xinyu Zhuang, Donnybrook: enabling large-scale, high-speed, peer-to-peer games, ACM SIGCOMM Computer Communication Review, v.38 n.4, October 2008
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Huiguang Liang , Ransi Nilaksha Silva , Wei Tsang Ooi , Mehul Motani, Avatar mobility in user-created networked virtual worlds: measurements, analysis, and implications, Multimedia Tools and Applications, v.45 n.1-3, p.163-190, October 2009
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