Massively Multi-player Online Role-Playing Games (MMORPGs) and Massively Multiplayer Online games (MMOs) are complex socio-technical distributed systems. In these environments, a huge amount of players interact to have fun and develop their characters. Looting systems have been developed to help allocating valuable in-game objects, gained after finishing quests, as fairly as possible among the participating players. The medium/long term effects of the adoption of different Looting Systems on players have not yet been adequately investigated, in spite of the fact that they could impact heavily on players’ satisfaction. In the present work, we move a first step in this direction in order to offer several hints for improvement to game designers and companies developing and managing MMORPGs and MMOs.

Massive online games and loot distribution: an elusive problem / D. Maggiorini, A. Nigro, L. Ripamonti, M. Trubian - In: Proceedings of the 5th international ICST conference on simulation tools and techniques 19-23 march 2012, Desenzano del Garda, ItalyGent : ICST, 2012. - ISBN 9781936968473. - pp. 226-233 (( Intervento presentato al 5. convegno SIMUTools 2012 tenutosi a Desenzano del Garda, Italy nel 2012 [10.4108/icst.simutools.2012.247777].

Massive online games and loot distribution: an elusive problem

D. Maggiorini
Primo
;
L. Ripamonti
Secondo
;
M. Trubian
Ultimo
2012

Abstract

Massively Multi-player Online Role-Playing Games (MMORPGs) and Massively Multiplayer Online games (MMOs) are complex socio-technical distributed systems. In these environments, a huge amount of players interact to have fun and develop their characters. Looting systems have been developed to help allocating valuable in-game objects, gained after finishing quests, as fairly as possible among the participating players. The medium/long term effects of the adoption of different Looting Systems on players have not yet been adequately investigated, in spite of the fact that they could impact heavily on players’ satisfaction. In the present work, we move a first step in this direction in order to offer several hints for improvement to game designers and companies developing and managing MMORPGs and MMOs.
massively multiplayer online games ; videogames ; games theory ; simulation
Settore INF/01 - Informatica
2012
ICST, the Institute for Computer Sciences, Social Informatics and Telecommunications Engineering
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Utilizza questo identificativo per citare o creare un link a questo documento: https://hdl.handle.net/2434/226814
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