相关论文: Statistical properties of online avatar numbers in…
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…
The development of Internet technologies enables software developers to build virtual worlds such as Massively Multi-Player Online Role-Playing Games (MMORPGs). The population of such games shows super-linear growing tendency. It is…
As the online service industry has continued to grow, illegal activities in the online world have drastically increased and become more diverse. Most illegal activities occur continuously because cyber assets, such as game items and cyber…
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…
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…
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…
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…
In friendship networks, individuals have different numbers of friends, and the closeness or intimacy between an individual and her friends is heterogeneous. Using a statistical filtering method to identify relationships about who depends on…
This paper proposes a perceptual visual analysis regarding the personality of virtual humans. Many studies have presented findings regarding the way human beings perceive virtual humans with respect to their faces, body animation, motion in…
Multiplayer Online Battle Arena (MOBA) games have received increasing worldwide popularity recently. In such games, players compete in teams against each other by controlling selected game avatars, each of which is designed with different…
We collected mobility traces of 84,208 avatars spanning 22 regions over two months in Second Life, a popular networked virtual environment. We analyzed the traces to characterize the dynamics of the avatars mobility and behavior, both…
Massively multiplayer online role-playing games create virtual communities that support heterogeneous "social roles" determined by gameplay interaction behaviors under a specific social context. For all social roles, formal roles are…
Online social interactions in multiplayer games can be supportive and positive or toxic and harmful; however, few methods can easily assess interpersonal interaction quality in games. We use behavioural traces to predict affiliation between…
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…
An approach for game bot detection in MMORPGs is proposed based on the analysis of game playing behavior. Since MMORPGs are large scale games, users can play in various ways. This variety in playing behavior makes it hard to detect game…
In this study, we consider users' online communication rhythms (online social rhythms) as coupled oscillators in a complex social network. Users' rhythms may be entrained onto those of their friends, and macro-scale pattern of such rhythms…
We propose a stochastic model of web user behaviors in online social systems, and study the influence of attraction kernel on statistical property of user or item occurrence. Combining the different growth patterns of new entities and…
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…
In recent years, digital games have become increasingly present in people's lives both as a leisure activity or in gamified activities of everyday life. Despite this growing presence, large-scale, data-driven analyses of video games remain…
This paper describes an application of Bayesian programming to the control of an autonomous avatar in a multiplayer role-playing game (the example is based on World of Warcraft). We model a particular task, which consists of choosing what…