• DocumentCode
    2059029
  • Title

    Hack, Slash, and Chat: A study of players´ behavior and communication in MMORPGs

  • Author

    Suznjevic, Mirko ; Dobrijevic, Ognjen ; Matijasevic, Maja

  • Author_Institution
    FER, Univ. of Zagreb, Zagreb, Croatia
  • fYear
    2009
  • fDate
    23-24 Nov. 2009
  • Firstpage
    1
  • Lastpage
    6
  • Abstract
    This paper presents an analysis of player behavior in a Massively Multiplayer Online Role-Playing Game (MMORPG). We examine player behavior in terms of when, how much, and what they do in the virtual world. Player behavior is described through previously defined action categories for MMORPGs (Trading, Questing, Dungeons, Raiding, and Player versus Player (PvP) Combat) with addition of a new category for text and voice communication within a session. We conduct a player survey and perform measurements on the client side for a group of 104 players of a popular MMORPG - World of Warcraft (WoW), and discover that there are significant patterns in player behavior. Additionally we examine the importance of both voice and textual (chat) communication in MMORPGs, and note that communication makes a significant portion of average player´s playtime and that voice communication is used by a large portion of players. We believe that the results of this study may be used for improving the existing and design of new MMORPGs (e.g., building better load balancing algorithms, addition of content that is more interesting for players) with more emphasis on both old and new communication aspects of the game (e.g., inbuilt voice clients, new ways of connecting the players). This work also serves as a starting point for better insight into networking requirements for such applications, which may be useful for service and network providers.
  • Keywords
    behavioural sciences computing; computer games; resource allocation; virtual reality; voice communication; World of Warcraft; load balancing algorithms; massively multiplayer online role playing game; networking requirements; players behavior; text communication; virtual world; voice communication; Algorithm design and analysis; Buildings; Computer hacking; Current measurement; Joining processes; Load management; Monitoring; Performance evaluation; Time measurement; Virtual environment; MMORPG; Session Characterization;
  • fLanguage
    English
  • Publisher
    ieee
  • Conference_Titel
    Network and Systems Support for Games (NetGames), 2009 8th Annual Workshop on
  • Conference_Location
    Paris
  • Print_ISBN
    978-1-4244-5603-1
  • Electronic_ISBN
    978-1-4244-5604-8
  • Type

    conf

  • DOI
    10.1109/NETGAMES.2009.5446235
  • Filename
    5446235