Proceedings of the 6th ACM SIGCOMM Workshop on Network and System Support for Games 2007
DOI: 10.1145/1326257.1326262
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A measurement study of virtual populations in massively multiplayer online games

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 … Show more

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Cited by 64 publications
(51 citation statements)
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“…Note that our preliminary results were published in [7], but these results only show initial measurements of World of Warcraft over a smaller data set without any modeling. In this paper, we examine a much larger and complete data set of two MMORPGS, we create models for simulation and analysis, and we show the similarity between both MMORPGs even though their play style differs significantly.…”
Section: Related Workmentioning
confidence: 96%
“…Note that our preliminary results were published in [7], but these results only show initial measurements of World of Warcraft over a smaller data set without any modeling. In this paper, we examine a much larger and complete data set of two MMORPGS, we create models for simulation and analysis, and we show the similarity between both MMORPGs even though their play style differs significantly.…”
Section: Related Workmentioning
confidence: 96%
“…Resulting NVEs are then very dynamic: data representing objects and avatars may not be uniformly distributed all over the universe. Recent studies of existing popular NVEs like INRIA Second Life [35] and World of Warcraft [36] have shown that the distribution of avatars was extremely disparate [17,24]: most of the avatars are gathered around a few hotspots of interest, while large parts of the NVE are almost desert. The figure 3.a shows an example of an observed avatar distribution in Second Life.…”
Section: Mobility Pattern and Movement Predictionmentioning
confidence: 99%
“…Previous MMOG workload characterizations [11], [21], [22] have either focused on highly interactive games with few players [21], traced small to mid-sized MMOGs [11], [22], or collected data from only one server from a large MMOG [23]. In contrast, our analysis focuses on all server groups of one of the largest commercial MMOGs, RuneScape [24], for which we analyze the workload at server and network level based on server location and on user interactions.…”
Section: Mmog Workload Analysismentioning
confidence: 99%