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.
No
English
Videogames; Massively multiplayer online games; Agent base model simulation; Looting system
Settore INF/01 - Informatica
Intervento a convegno
Comitato scientifico
Pubblicazione scientifica
eHealth 360°
K. Giokas, L. Bokor, F. Hopfgartner
Springer
1-dic-2016
110
118
9
9783319496542
9783319496559
181
Volume a diffusione internazionale
International Summit on eHealth
Budapest
2016
crossref
Aderisco
D. De Felice, M. Granato, L.A. Ripamonti, M. Trubian, D. Gadia, D. Maggiorini
Book Part (author)
reserved
273
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].
info:eu-repo/semantics/bookPart
6
Prodotti della ricerca::03 - Contributo in volume
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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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