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

M. Sužnjević, O. Dobrijevic, M. Matijasevic
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引用次数: 22

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.
Hack, Slash和Chat: mmorpg中玩家行为和交流的研究
本文对大型多人在线角色扮演游戏(MMORPG)中的玩家行为进行了分析。我们根据玩家在虚拟世界中的时间、数量和行为来检查他们的行为。玩家行为是通过之前定义的mmorpg动作类别来描述的(交易、任务、地下城、突袭和玩家对玩家(PvP)战斗),并在会话中添加了文本和语音交流的新类别。我们对一款流行的MMORPG——魔兽世界(WoW)的104名玩家进行了一项玩家调查,并在客户端进行了测量,发现玩家的行为有一些重要的模式。此外,我们还研究了mmorpg中语音和文本(聊天)交流的重要性,并注意到交流占据了普通玩家游戏时间的重要部分,并且语音交流被很大一部分玩家所使用。我们相信这项研究的结果可以用于改进现有的和新的mmorpg的设计(例如,构建更好的负载平衡算法,添加对玩家来说更有趣的内容),更加强调游戏的新旧交流方面(例如,内置语音客户端,连接玩家的新方法)。这项工作还可以作为更好地了解此类应用程序的网络需求的起点,这可能对服务和网络提供商很有用。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
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