arXivDaily arXiv每日学术速递 周一至周五更新
arXiv周末暂无论文更新,休息一下吧,周末愉快~~
arXiv 1302.0707cs.NI
收藏

老虎vs狮子:MMORPG中孤立和群体用户行为的表征

Tigers vs Lions: Towards Characterizing Solitary and Group User Behavior in MMORPG

Juhoon Kim, Nikolaos Chatzis, Matthias Siebke, Anja Feldmann

摘要:

互联网技术的发展使软件开发人员能够构建虚拟世界,例如大型多人在线角色扮演游戏(MMORPG)。这类游戏的人口呈现超线性增长趋势。据估计,全球订阅MMORPG的互联网用户数量超过2200万[1]。然而,只有很少有人知道的特点,交通所产生的这些游戏,以及他们的用户的行为。在本文中,我们的特点魔兽世界,在世界上最订阅的MMORPG,通过分析从欧洲一级ISP在两个不同的时间段收集的互联网流量数据集的流量行为。我们发现,就用户花费的时间而言,《魔兽世界》是一款有影响力的应用程序(在我们的测量中,平均为1.76和4.17小时/天),而其流量份额相对较低(<1%)。在这方面,我们通过将魔兽世界用户分为两种不同类型的用户(单独用户和组用户)来观察他们的游戏行为,并比较这两组用户的游戏行为(持续时间作为度量)和游戏中行为(距离作为度量)。

英文摘要:

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 estimated that the number of Internet users subscribed in MMORPGs is more than 22 million worldwide [1]. However, only little is known about the characteristics of traffic generated by such games as well as the behavior of their subscribers. In this paper, we characterize the traffic behavior of World of Warcraft, the most subscribed MMORPG in the world, by analyzing Internet traffic data sets collected from a European tier-1 ISP in two different time periods. We find that World of Warcraft is an influential application regarding the time spent by users (1.76 and 4.17 Hours/day on average in our measurement), while its traffic share is comparatively low (< 1 %). In this respect, we look at the World of Warcraft subscriber's gaming behavior by categorizing them into two different types of users (solitary users and group users) and compare these two groups in relation to the playing behavior (duration as the metric) and the in-game behavior (distance as the metric).

机构、总结、中文摘要均由AI分析而来,可能存在错误,请以论文正文为准。

↑