DocumentCode
1313672
Title
Player and Team Performance in Everquest II and Halo 3
Author
Shim, Kyong Jin ; Damania, Samarth ; DeLong, Colin ; Srivastava, Jaideep
Author_Institution
Dept. of Comput. Sci. & Eng., Univ. of Minnesota, Minneapolis, MN, USA
Volume
30
Issue
5
fYear
2011
Firstpage
21
Lastpage
26
Abstract
The market for video games has skyrocketed over the past decade. In the United States alone, the video game industry in 2009 generated almost US$20 billion in sales. Furthermore, according to Lenhart et al. (2008), an estimated 97% of the teenage population and 53% of the adult population are regular game players. Massively multiplayer online games (MMOGs) have become increasingly popular and amassed communities comprised of over 47 million subscribers by the year 2008. MMOGs are online spaces providing users with comprehensive virtual universes, each with its own unique context and mechanics. They range from the fantastical world of elves, dwarfs, and humans to space faring corporations and mirrors of our world. Large numbers of users interact and role-play via in-game mechanics.
Keywords
computer games; social aspects of automation; team working; virtual reality; Everquest II; Halo 3; United States; comprehensive virtual universes; massively multiplayer online games; team performance; teenage population; video games; Games; Marketing and sales; Supply and demand; Video recording;
fLanguage
English
Journal_Title
Potentials, IEEE
Publisher
ieee
ISSN
0278-6648
Type
jour
DOI
10.1109/MPOT.2011.941083
Filename
6009111
Link To Document