Proceedings of the Second Annual ACM Conference on Multimedia Systems 2011
DOI: 10.1145/1943552.1943569
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World of warcraft avatar history dataset

Abstract: From the perspective of game system designers, players' behavior is one of the most important factors they must consider when designing game systems. To gain a fundamental understanding of the game play behavior of online gamers, exploring users' game play time provides a good starting point. This is because the concept of game play time is applicable to all genres of games and it enables us to model the system workload as well as the impact of system and network QoS on users' behavior. It can even help us pre… Show more

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Cited by 56 publications
(28 citation statements)
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“…when a user enters into the system, portal server will return a list of gateways that are positioned in different data centers, from which user can choose one to start gaming. when user selects a game that will be routed to gateway of near by region data center [6].…”
Section: Fig 2 Cloudunion's Architecture For Cloud Gaming Platformmentioning
confidence: 99%
See 1 more Smart Citation
“…when a user enters into the system, portal server will return a list of gateways that are positioned in different data centers, from which user can choose one to start gaming. when user selects a game that will be routed to gateway of near by region data center [6].…”
Section: Fig 2 Cloudunion's Architecture For Cloud Gaming Platformmentioning
confidence: 99%
“…Defining dataset The world of warcraft dataset consist of the records of 91065 avatars. and the data includes the attributes that is race class levels , gameplay times during 1107 days in the year from Jan 2006 to 2009.and it has 138084 log files that are divided into folders which represent 36million records [6].…”
Section: World Of Warcraft Historymentioning
confidence: 99%
“…3 This dataset comprised the observations of 91,065 avatars over 1,107 days between Jan. 2006 and Jan. 2009. The complete lifetime observations were acquired using a three-step sampling procedure.…”
Section: Data Descriptionmentioning
confidence: 99%
“…Among those communities, one type of online communities specifically serves to provide opportunities for entertainment, 1 and is seen as online entertainment communities. 1,2 For example, World of Warcraft (WOW), the most popular massively multiplayer online roleplaying game (MMORPG) in the world, 3 is a thriving online entertainment community of tremendous scale. According to the Blizzard Entertainment, Inc., WOW game subscribers have exceeded 12 million around the world in 2010.…”
Section: Introductionmentioning
confidence: 99%
“…Lee et al collected a dataset which comprises the activity of 91,065 World of Warcraft avatars, where the trace included the avatars' game play times and a number of attributes, such as their race, profession, current level, and in-game locations [13]. Based on this rich dataset, Tarng et al proposed a methodology to predict whether a player will permanently leave a game in the near future or not [14].…”
Section: A Game Play Behavior Analysismentioning
confidence: 99%