Massively multiplayer online role-playing game(MMORPG) is one of the fastest-growing segments of the online game industry.MMORPG subscription refers to game accounts logged in during a certain period of time.MMORPG ...Massively multiplayer online role-playing game(MMORPG) is one of the fastest-growing segments of the online game industry.MMORPG subscription refers to game accounts logged in during a certain period of time.MMORPG user mobility explains the dynamics of subscriber size change.This article explores the subscription characteristics and user mobility in different types of MMORPGs.It is found that subscription characteristics in different types of MMORPGs are marked by dissimilarity.On one hand,the curve of competition-based game subscription is linear,and the stability period is short,therefore it is necessary for the game operators to introduce new versions timely.On the other hand,the gradient rate of subscription in the community-based game is slow at first and then fast,and the stability period is long,hence it will take the game operator a long cycle to launch a new version.The difference of subscription curve is caused by the fact that user mobility in competition-based game is higher than in the community-based game,as attractiveness of community-based game can maintain a longer period due to network externality.The purpose of the study is to help the game operator to understand the development stage and features of the game and to make effective decisions to attract more players.展开更多
With the rapid development of massively multiplayer online role-playing games(MMORPGs),a huge amount of fine-grained data on the in-game activities of players have been recorded by MMORPGs operators.These data provide...With the rapid development of massively multiplayer online role-playing games(MMORPGs),a huge amount of fine-grained data on the in-game activities of players have been recorded by MMORPGs operators.These data provide considerable opportunities with which to study the dynamic interplay between player behaviors and investigate the roles of various social structures that underlie such interplay.However,it is challenging to model and visualize these behavioral data.This study proposes a novel influence-susceptible model to measure the dynamic interplay between behaviors.Based on this model,we introduce a new visual analytics system called BeXplorer.This system enables analysts to interactively explore the dynamic interplay between player purchase and communication behaviors and to examine the manner in which this interplay is bound by social structures where players are embedded.Three case studies and a task-based evaluation are conducted to demonstrate the effectiveness and applicability of our method.展开更多
运用文献计量分析方法,从文献增长规律、文献利用情况、期刊分布规律、学科分布、作者分布规律、科研实力以及研究热点七个维度,对web of science数据库中收录的MMORPG研究文献进行了实证分析。研究发现,学界对MMORPG的研究,总体上还处...运用文献计量分析方法,从文献增长规律、文献利用情况、期刊分布规律、学科分布、作者分布规律、科研实力以及研究热点七个维度,对web of science数据库中收录的MMORPG研究文献进行了实证分析。研究发现,学界对MMORPG的研究,总体上还处于起步阶段,围绕这一主题的研究论文尚未步入指数型增长的成熟发展阶段;文献传播范围有限,且反应速度较慢;期刊分布和学科分布呈高度离散状态;核心作者群尚未形成;研究机构较为分散,尚未形成核心研究机构;研究议题有待进一步拓展。展开更多
大型多人在线角色扮演游戏(Massively Multiplayer Online Role Playing Game,以下简称MMORPG)一般采用客户端/服务器结构,服务器架构设计是成功开发一款MMORPG的关键,本文对高性能MMORPG服务器架构设计进行了深入地研究。一个MMORPG一...大型多人在线角色扮演游戏(Massively Multiplayer Online Role Playing Game,以下简称MMORPG)一般采用客户端/服务器结构,服务器架构设计是成功开发一款MMORPG的关键,本文对高性能MMORPG服务器架构设计进行了深入地研究。一个MMORPG一般会开设多个区供玩家进行游戏,一个区会包括一组服务器,本文设计出的服务器组架构包括LoginServer、WorldServer、WorldGameServer、GameServer和DBServer等服务器。展开更多
基金supported by the Teaching and Research Program for Overseas Returnees in Beijing University of Posts and Telecommunications
文摘Massively multiplayer online role-playing game(MMORPG) is one of the fastest-growing segments of the online game industry.MMORPG subscription refers to game accounts logged in during a certain period of time.MMORPG user mobility explains the dynamics of subscriber size change.This article explores the subscription characteristics and user mobility in different types of MMORPGs.It is found that subscription characteristics in different types of MMORPGs are marked by dissimilarity.On one hand,the curve of competition-based game subscription is linear,and the stability period is short,therefore it is necessary for the game operators to introduce new versions timely.On the other hand,the gradient rate of subscription in the community-based game is slow at first and then fast,and the stability period is long,hence it will take the game operator a long cycle to launch a new version.The difference of subscription curve is caused by the fact that user mobility in competition-based game is higher than in the community-based game,as attractiveness of community-based game can maintain a longer period due to network externality.The purpose of the study is to help the game operator to understand the development stage and features of the game and to make effective decisions to attract more players.
基金Yingcai Wu and Wei Chen are supported by National Natural ScienceFoundation of China (61772456, 61761136020, 61502416)NSFC-Zhejiang JointFund for the Integration of Industrialization and Informatization (U1609217)+1 种基金Zhejiang Provincial Natural Science Foundation (LR18F020001)the 100Talents Program of Zhejiang University.
文摘With the rapid development of massively multiplayer online role-playing games(MMORPGs),a huge amount of fine-grained data on the in-game activities of players have been recorded by MMORPGs operators.These data provide considerable opportunities with which to study the dynamic interplay between player behaviors and investigate the roles of various social structures that underlie such interplay.However,it is challenging to model and visualize these behavioral data.This study proposes a novel influence-susceptible model to measure the dynamic interplay between behaviors.Based on this model,we introduce a new visual analytics system called BeXplorer.This system enables analysts to interactively explore the dynamic interplay between player purchase and communication behaviors and to examine the manner in which this interplay is bound by social structures where players are embedded.Three case studies and a task-based evaluation are conducted to demonstrate the effectiveness and applicability of our method.
文摘运用文献计量分析方法,从文献增长规律、文献利用情况、期刊分布规律、学科分布、作者分布规律、科研实力以及研究热点七个维度,对web of science数据库中收录的MMORPG研究文献进行了实证分析。研究发现,学界对MMORPG的研究,总体上还处于起步阶段,围绕这一主题的研究论文尚未步入指数型增长的成熟发展阶段;文献传播范围有限,且反应速度较慢;期刊分布和学科分布呈高度离散状态;核心作者群尚未形成;研究机构较为分散,尚未形成核心研究机构;研究议题有待进一步拓展。
文摘大型多人在线角色扮演游戏(Massively Multiplayer Online Role Playing Game,以下简称MMORPG)一般采用客户端/服务器结构,服务器架构设计是成功开发一款MMORPG的关键,本文对高性能MMORPG服务器架构设计进行了深入地研究。一个MMORPG一般会开设多个区供玩家进行游戏,一个区会包括一组服务器,本文设计出的服务器组架构包括LoginServer、WorldServer、WorldGameServer、GameServer和DBServer等服务器。