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- research-articleJuly 2024
Intimidating or Friendly? How Players Represent Themselves With Character Appearances That Reflect Their Social Motivations
FDG '24: Proceedings of the 19th International Conference on the Foundations of Digital GamesArticle No.: 12, Pages 1–16https://doi.org/10.1145/3649921.3650007Games often allow players to customize their virtual representations, and players tend to restrict themselves to appearances that are considered socially acceptable. However, there are different ideas of what a desirable appearance is (e.g., strong ...
- research-articleOctober 2019
Oldie is Goodie: Effective User Retention by In-game Promotion Event Analysis
CHI PLAY '19 Extended Abstracts: Extended Abstracts of the Annual Symposium on Computer-Human Interaction in Play Companion Extended AbstractsPages 171–180https://doi.org/10.1145/3341215.3354645For sustainable growth and profitability, online game companies are constantly carrying out various events to attract new game users, to maximize return users, and to minimize churn users in online games. Because minimizing churn users is the most cost-...
- research-articleApril 2018
Unveiling a Socio-Economic System in a Virtual World: A Case Study of an MMORPG
WWW '18: Proceedings of the 2018 World Wide Web ConferencePages 1929–1938https://doi.org/10.1145/3178876.3186173Understanding socio-economic systems in MMORPGs can provide an important implication on how people participate in the economy and how people interact with each other. In this paper, we model the socio-economic system of an Aion, a popular MMORPG, as a ...
- research-articleDecember 2013
Capturing mobile experience in the wild: a tale of two apps
CoNEXT '13: Proceedings of the ninth ACM conference on Emerging networking experiments and technologiesPages 199–210https://doi.org/10.1145/2535372.2535391We present a long term and large scale study of the experience of mobile users through two popular but contrasting applications in the wild. To conduct this study, we implemented a measurement framework and library, called Insight, which has been ...
- research-articleMay 2013
Gender swapping and user behaviors in online social games
WWW '13: Proceedings of the 22nd international conference on World Wide WebPages 827–836https://doi.org/10.1145/2488388.2488460Modern Massively Multiplayer Online Role-Playing Games (MMORPGs) provide lifelike virtual environments in which players can conduct a variety of activities including combat, trade, and chat with other players. While the game world and the available ...
- research-articleFebruary 2013
Functional or social?: exploring teams in online games
CSCW '13: Proceedings of the 2013 conference on Computer supported cooperative workPages 399–408https://doi.org/10.1145/2441776.2441822Team collaboration in multi-player online games provides opportunities for players to interact with each other. Facilitating teams has become one of the main design principles to increase social activities. However, there is no research evidence that ...
- research-articleSeptember 2012
The anatomy of a large mobile massively multiplayer online game
ACM SIGCOMM Computer Communication Review (SIGCOMM-CCR), Volume 42, Issue 4Pages 479–484https://doi.org/10.1145/2377677.2377769We describe a large-scale and long-term measurement study of a popular mobile Massively Multiplayer Online Role Playing Game (MMORPG), called Parallel Kingdom, which has over 600,000 unique users distributed across more than 100 countries. Our study ...
- research-articleAugust 2012
The anatomy of a large mobile massively multiplayer online game
MobileGames '12: Proceedings of the first ACM international workshop on Mobile gamingPages 7–12https://doi.org/10.1145/2342480.2342483We describe a large-scale and long-term measurement study of a popular mobile Massively Multiplayer Online Role Playing Game (MMORPG), called Parallel Kingdom, which has over 600,000 unique users distributed across more than 100 countries. Our study ...
- research-articleMay 2011
HALO (highly addictive, socially optimized) software engineering
GAS '11: Proceedings of the 1st International Workshop on Games and Software EngineeringPages 29–32https://doi.org/10.1145/1984674.1984685In recent years, computer games have become increasingly social and collaborative in nature. Massively multiplayer online games, in which a large number of players collaborate with each other to achieve common goals in the game, have become extremely ...
- short-paperFebruary 2011
World of warcraft avatar history dataset
MMSys '11: Proceedings of the second annual ACM conference on Multimedia systemsPages 123–128https://doi.org/10.1145/1943552.1943569From the perspective of game system designers, players' behavior is one of the most important factors they must consider when designing game systems. To gain a fundamental understanding of the game play behavior of online gamers, exploring users' game ...
- short-paperNovember 2008
Blissfully productive: grouping and cooperation in world of warcraft instance runs
CSCW '08: Proceedings of the 2008 ACM conference on Computer supported cooperative workPages 357–360https://doi.org/10.1145/1460563.1460621Gaming has attracted growing interest in both CSCW and HCI in recent years. We contribute to this line of research by analyzing collaboration in 5-person instance runs in World of Warcraft, an aspect of the game that is considered routine and mundane ...
- research-articleApril 2008
Can an orc catch a cab in stormwind?: cybertype preference in the world of warcraft character creation interface
CHI EA '08: CHI '08 Extended Abstracts on Human Factors in Computing SystemsPages 2493–2502https://doi.org/10.1145/1358628.1358706Virtual worlds are reaching a point of critical mass as a medium for the exchange of business, entertainment and other cultural products and values. As cultural interfaces, virtual worlds mediate the access to remediated cultural data. This remediation ...
- ArticleOctober 2007
When social networking meets online games: the activity system of grouping in world of warcraft
SIGDOC '07: Proceedings of the 25th annual ACM international conference on Design of communicationPages 14–20https://doi.org/10.1145/1297144.1297148Using activity theory and genre theory as bases for analysis, this article examines the activity of grouping in the massively multiplayer online role-playing game World of Warcraft. The article first examines what grouping does in the overall context of ...