Massively Multi-player Online Games (MMOGs) are complex and persistent video games developed for a large public of players. The complex relations and dynamics among players represent an interesting research topic not only for developers, but also for experts in social relations and psychologists. Looting Systems (LSs), i.e. the procedure applied to allocate goods or items to a group of players after a successful collaborative activity, can have an important role in the overall satisfaction of a player towards the game and the other players in her group, leading even to the decision to abandon the virtual world. In this work we analyze different types of LSs, and we try to simulate the behavior of different type of players using real data from World of Warcraft, in order to understand which LS can be the more appropriate to maintain a high level of satisfaction and engagement in the players.

Effect of different looting systems on the behavior of players in a MMOG: simulation with real data / D. De Felice, M. Granato, L.A. Ripamonti, M. Trubian, D. Gadia, D. Maggiorini (LECTURE NOTES OF THE INSTITUTE FOR COMPUTER SCIENCES, SOCIAL INFORMATICS AND TELECOMMUNICATIONS ENGINEERING). - In: eHealth 360° / [a cura di] K. Giokas, L. Bokor, F. Hopfgartner. - [s.l] : Springer, 2016 Dec 01. - ISBN 9783319496542. - pp. 110-118 (( convegno International Summit on eHealth tenutosi a Budapest nel 2016 [10.1007/978-3-319-49655-9_15].

Effect of different looting systems on the behavior of players in a MMOG: simulation with real data

M. Granato
Secondo
;
L.A. Ripamonti;M. Trubian;D. Gadia
;
D. Maggiorini
Ultimo
2016

Abstract

Massively Multi-player Online Games (MMOGs) are complex and persistent video games developed for a large public of players. The complex relations and dynamics among players represent an interesting research topic not only for developers, but also for experts in social relations and psychologists. Looting Systems (LSs), i.e. the procedure applied to allocate goods or items to a group of players after a successful collaborative activity, can have an important role in the overall satisfaction of a player towards the game and the other players in her group, leading even to the decision to abandon the virtual world. In this work we analyze different types of LSs, and we try to simulate the behavior of different type of players using real data from World of Warcraft, in order to understand which LS can be the more appropriate to maintain a high level of satisfaction and engagement in the players.
Videogames; Massively multiplayer online games; Agent base model simulation; Looting system
Settore INF/01 - Informatica
1-dic-2016
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Utilizza questo identificativo per citare o creare un link a questo documento: https://hdl.handle.net/2434/462963
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