Tigers vs Lions: Towards Characterizing Solitary and Group User Behavior in MMORPG
Juhoon Kim, Nikolaos Chatzis, Matthias Siebke, Anja Feldmann

TL;DR
This paper analyzes World of Warcraft's traffic and user behavior, distinguishing between solitary and group players, revealing insights into their gaming patterns and traffic impact in MMORPGs.
Contribution
It introduces a characterization of MMORPG traffic and user behavior, specifically differentiating solitary and group players based on in-game and traffic data.
Findings
World of Warcraft users spend 1.76 to 4.17 hours daily on average.
Traffic share of World of Warcraft is less than 1%.
Solitary and group users differ in playing duration and in-game behavior.
Abstract
The development of Internet technologies enables software developers to build virtual worlds such as Massively Multi-Player Online Role-Playing Games (MMORPGs). The population of such games shows super-linear growing tendency. It is estimated that the number of Internet users subscribed in MMORPGs is more than 22 million worldwide [1]. However, only little is known about the characteristics of traffic generated by such games as well as the behavior of their subscribers. In this paper, we characterize the traffic behavior of World of Warcraft, the most subscribed MMORPG in the world, by analyzing Internet traffic data sets collected from a European tier-1 ISP in two different time periods. We find that World of Warcraft is an influential application regarding the time spent by users (1.76 and 4.17 Hours/day on average in our measurement), while its traffic share is comparatively low (< 1…
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Taxonomy
TopicsPeer-to-Peer Network Technologies · Digital Games and Media · Complex Network Analysis Techniques
