Data Collection in Massively Multiplayer Online Games: Methods, Analytic Obstacles, and Case Studies

作者: Nicolas Ducheneaut , Nick Yee

DOI: 10.1007/978-1-4471-4769-5_28

关键词:

摘要: Massively Multiplayer Online Games (MMOGs) occupy a unique position in the videogaming landscape. While multiplayer computer games are certainly not new (Spacewars, 1962, was already designed for two players), MMOGs have gone much farther than any other genre their attempts to encourage social interactions between large groups of players. This is all more interesting when considering that most activities offered MMOG, such as killing monsters, leveling up character, gaining powerful abilities and gear, etc., available single-player games: from an individual standpoint, one could strikingly similar experience playing MMOG like World Warcraft (Blizzard, 2004), instance, role-playing game (RPG) Dragon Age (Electronic Arts, 2009). Therefore, what makes so architecture: way each world maximize opportunities player-to-player interactions. In turn, it these repeated player keep subscribers coming back – paying monthly fee: previous studies shown “it players addictive [in MMOGs], itself (Lazarro 2004).” Understanding nature structure behaviors online therefore only (and fun) sociological question: also potentially very lucrative one, since better understanding behavior lead improved architectures with even higher attractiveness corresponding increased retention profit).

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