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Monday, February 25, 2013

2009 Warcraft3 2

humanity of Warcraft Avatar History Dataset
Yeng-Ting Lee12 , Kuan-Ta Chen2 , Yun-Maw Cheng3 , and Chin-Laung Lei1 Department of Electrical Engineering, field of study Taiwan University 2 Institute of Information Science, Academia Sinica 3 Department of Computer Science and Engineering, Tatung University
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ABSTRACT
From the perspective of game dust designers, dictationers behavior is one of the most important factors they must meet when designing game establishments. To gain a fundamental pinch of the game play behavior of online gamers, exploring users game play magazine provides a good starting point. This is because the concept of game play time is applicable to all genres of games and it enables us to model the strategy transactionload as well as the impact of system and network QoS on users behavior. It can even help us predict players loyalty to speci?c games. In this paper, we present the World of Warcraft Avatar History (WoWAH) dataset, which comprises the records of 91, 065 avatars. The data includes the avatars game play measure and a number of attributes, such as their race, profession, current level, and in-game locations, during a 1, 107-day period between Jan. 2006 and Jan. 2009. We believe the WOWAH dataset could be used for assorted creative purposes, now that it is a public asset of the look for community. It is available for free download at http://mmnet.iis.

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sinica.edu.tw/dl/wowah/.

Figure 1: A screenshot of World of Warcraft.

Categories and Subject Descriptors
H.1.2 [Models and Principles]: user/ Machine Systemsâ€"Human factors; K.8.0 [Personal Computing]: Generalâ€" poles

General Terms
Human Factors, Measurement

Keywords
Game session, MMOG, MMORPG, User behavior

1. INTRODUCTION
Massively multiplayer online games (MMOGs) are a popular character reference of entertainment on the Internet. In [26], it is reported that over 55% of Internet users are also online

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