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A measurement study of virtual populations in massively multiplayer online games
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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 25-30  
Year of Publication: 2007
ISBN:978-0-9804460-0-5
Authors
Daniel Pittman  University of Denver
Chris GauthierDickey  University of Denver
Sponsor
ACM: Association for Computing Machinery
Publisher
ACM  New York, NY, USA
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Downloads (6 Weeks): 11,   Downloads (12 Months): 139,   Citation Count: 7
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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.


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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World of Warcraft. http://www.worldofwarcraft.com.
 
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XPilot. http://www.xpilot.org.

CITED BY  7
Collaborative Colleagues:
Daniel Pittman: colleagues
Chris GauthierDickey: colleagues