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Massive multiplayer online role-playing games (MMORPGs) are very popular in China, which provides a potential platform for scientific research. We study the online-offline activities of avatars in an MMORPG to understand their game-playing…

Popular Physics · Physics 2009-12-04 Zhi-Qiang Jiang , Wei-Xing Zhou , Qun-Zhao Tan

Massive multiplayer online role-playing games (MMORPGs) are very popular in past few years. The profit of an MMORPG company is proportional to how many users registered, and the instant number of online avatars is a key factor to assess how…

Physics and Society · Physics 2009-12-10 Zhi-Qiang Jiang , Fei Ren , Gao-Feng Gu , Qun-Zhao Tan , Wei-Xing Zhou

The analysis of user behavior in digital games has been aided by the introduction of user telemetry in game development, which provides unprecedented access to quantitative data on user behavior from the installed game clients of the entire…

Human-Computer Interaction · Computer Science 2014-07-16 Anders Drachen , Christian Thurau , Rafet Sifa , Christian Bauckhage

World of Warcraft is a massively multiplayer online video game released on November 23, 2004, by Blizzard Entertainment. In contrast with traditional games only having a single upfront fee to play, WoW also has a monthly subscription to…

Social and Information Networks · Computer Science 2020-07-02 Sulman Khan

We present an overview of a series of results obtained from the analysis of human behavior in a virtual environment. We focus on the massive multiplayer online game (MMOG) Pardus which has a worldwide participant base of more than 400,000…

Physics and Society · Physics 2018-11-06 Yurij Holovatch , Olesya Mryglod , Michael Szell , Stefan Thurner

This study presents a comprehensive analysis of user behavior and clustering in a popular mobile battle royale game, employing temporal and static data mining techniques to uncover distinct player segments. Our methodology encompasses time…

Social and Information Networks · Computer Science 2024-09-27 Yang Qiu , Yuxin Gong , Guanliang Liu

Digital games are one of the major and most important fields on the entertainment domain, which also involves cinema and music. Numerous attempts have been done to improve the quality of the games including more realistic artistic…

Artificial Intelligence · Computer Science 2017-06-12 Marcelo Souza Nery , Roque Anderson Teixeira , Victor do Nascimento Silva , Adriano Alonso Veloso

This work analyzes friendship network from a Massively Multiplayer Online Role-Playing Game (MMORPG). The network is based on data from a private server that was active from 2007 until 2011. The work conducts a standard analysis of the…

Social and Information Networks · Computer Science 2016-02-12 Dean Črnigoj

Quantification of human group-behavior has so far defied an empirical, falsifiable approach. This is due to tremendous difficulties in data acquisition of social systems. Massive multiplayer online games (MMOG) provide a fascinating new way…

Physics and Society · Physics 2013-07-10 Michael Szell , Stefan Thurner

Online multiplayer games are a popular form of social interaction, used by hundreds of millions of individuals. However, little is known about the social networks within these online games, or how they evolve over time. Understanding human…

Social and Information Networks · Computer Science 2013-06-20 Sears Merritt , Aaron Clauset

We study TCP flows coexistence between Massive Multiplayer Online Role Playing Games (MMORPGs) and other TCP applications, by taking World of Warcraft (WoW) and a file transfer application based on File Transfer Protocol (FTP) as an…

Networking and Internet Architecture · Computer Science 2020-08-03 Jose Saldana , Mirko Suznjevic , Luis Sequeira , Julian Fernandez-Navajas , Maja Matijasevic , Jose Ruiz-Mas

In MMORPGs (Massively Multiplayer Online Role-Playing Games), abnormal players (bots) using unauthorized automated programs to carry out pre-defined behaviors systematically and repeatedly are commonly observed. Bots usually engage in these…

Machine Learning · Computer Science 2025-07-03 Hyunsoo Kim , Jun Hee Kim , Jaeman Son , Jihoon Song , Eunjo Lee

User activity fluctuations reflect the performance of online society. We investigate the statistical properties of 1-min user activity time series of simultaneously online users inhabited in 95 independent virtual worlds. The number of…

Physics and Society · Physics 2019-02-19 Yan-Hong Yang , Wen-Jie Xie , Ming-Xia Li , Zhi-Qiang Jiang , Wei-Xing Zhou

In most games, social connections are an essential part of the gaming experience. Players connect in communities inside or around games and form friendships, which can be translated into other games or even in the real world. Recent…

Social and Information Networks · Computer Science 2021-06-25 Enrica Loria , Alessia Antelmi , Johanna Pirker

Online game involves a very large number of users who are interconnected and interact with each other via the Internet. We studied the characteristics of exchanging virtual goods with real money through processes called "real money trading…

Computers and Society · Computer Science 2018-01-22 Eunjo Lee , Jiyoung Woo , Hyoungshick Kim , Huy Kang Kim

Mobile games are extremely popular and engage millions of people every day. Even if they are often quite simple, their development features a high degree of difficulty and requires close attention to both achieve a high satisfaction from…

Computers and Society · Computer Science 2017-03-14 Daniele Grassi , Giacomo Barigazzi , Giacomo Cabri

This paper empirically investigates how an individual's network influences their purchase and subsequent use of experience goods. Utilising data on the network and game-ownership of over 108 million users from the world's largest video game…

General Economics · Economics 2024-09-24 Rhys Murrian , Paul A. Raschky , Klaus Ackermann

Using mobile phone records and information theory measures, our daily lives have been recently shown to follow strict statistical regularities, and our movement patterns are to a large extent predictable. Here, we apply entropy and…

Physics and Society · Physics 2014-01-17 Roberta Sinatra , Michael Szell

The in-game economies of massively multi-player online games (MMOGs) are complex systems that have to be carefully designed and managed. This paper presents the results of an analysis of auction house data from the MMOG Glitch, across a 14…

Computers and Society · Computer Science 2016-03-25 Anders Drachen , Joseph Riley , Shawna Baskin , Diego Klabjan

Quantifying human group dynamics represents a unique challenge. Unlike animals and other biological systems, humans form groups in both real (offline) and virtual (online) spaces -- from potentially dangerous street gangs populated mostly…

Physics and Society · Physics 2015-05-13 Neil F. Johnson , Chen Xu , Zhenyuan Zhao , Nicolas Ducheneaut , Nicholas Yee , George Tita , Pak Ming Hui
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