2007 · 94 citations · 5 references
Social SciencesInformation TechnologyDistributed SystemsGame TheoryMass CommunicationDigital MediaGame PlayingGaming CultureVideo Game CultureVideo Game StudiesVirtual WorldsMassively Multiplayer Online GamesMultiplayer GamesSubscription DesignSubscription Publishing
Over the last decade, Massively Multi-player On-line Role Playing Games (MMORPGs), have become big business. In typical MMORPGs, players pay a monthly subscription to the game publisher who hosts the game and provides periodic content updates. To be successful, game publishers must characterize their player population so that they can provision sufficient resources to support the game and so that they can update the game in a timely manner. To this end, this paper provides the first, long-term study of a popular MMORPG from its launch. Our dataset encompasses the entire lifetime of "EVE Online" [1, 2], a science-fiction based MMORPG that has supported nearly 1 million unique players, 67 million player sessions, and 17,000 player years of gameplay since its launch in May 2003.
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Kuan-Ta Chen, Chun‐Ying Huang, Chin‐Laung Lei · 2005 · 102 citations
The effect of latency and network limitations on MMORPGs
Tobias Fritsch, Hartmut Ritter, Jochen Schiller · 2005 · 90 citations
Measurement-based characterization of a collection of on-line games
Chris Chambers, Wu-chang Feng, Sambit Sahu et al. · 2005 · 81 citations
Traffic characteristics of a massively multi-player online role playing game
Jaecheol Kim, Jaeyoung Choi, Dukhyun Chang et al. · 2005 · 72 citations
Measurement-based characterization of a collection of on-line games
Chris Chambers, Wu-chang Feng, Sambit Sahu et al. · 2005 · 62 citations