Proceedings of the 2nd Workshop on Network and System Support for Games 2003
DOI: 10.1145/963900.963902
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Modeling player session times of on-line games

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Cited by 21 publications
(8 citation statements)
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“…The lifetime pattern of the game sessions we observed was very different from earlier studies for FPS (First-Person Shooting) games [22,23], in which the session times were not heavy-tailed. We attribute this discrepancy to the difference between game genres.…”
Section: %contrasting
confidence: 99%
“…The lifetime pattern of the game sessions we observed was very different from earlier studies for FPS (First-Person Shooting) games [22,23], in which the session times were not heavy-tailed. We attribute this discrepancy to the difference between game genres.…”
Section: %contrasting
confidence: 99%
“…The distribution of the observed game sessions was very different from that reported in earlier studies of FPS (FirstPerson Shooting) games [5,13,17], in which the session times were not heavy-tailed. We attribute this discrepancy to the difference in game genres.…”
Section: A General Player Departure Patterncontrasting
confidence: 95%
“…First, this index is correct, since the rate of commands sent by slow and fast clients is homogeneous and comparable. Second, each client remains connected for a certain amount of time that has a pre-defined average value [43]. There are many motivations that justify this choice in the model parameterization: mainly, slow clients are usually modem connected, hence they pay for time of connection, and, also, they may experience sudden death of their avatars due to connection delays.…”
Section: Performance Resultsmentioning
confidence: 99%