DocumentCode
2058810
Title
Avatar movement in World of Warcraft battlegrounds
Author
Miller, John L. ; Crowcroft, Jon
Author_Institution
Microsoft Res., Cambridge, UK
fYear
2009
fDate
23-24 Nov. 2009
Firstpage
1
Lastpage
6
Abstract
Evaluating DVE topology management and message propagation schemes requires avatar movement models. Most models are based on reasoned assumptions rather than measured data, potentially biasing evaluation. We measured player movement in World of Warcraft battlegrounds, and compared our observations against common assumptions about player avatar movement and navigation. We found that when modeling a highly interactive DVE such as a battleground, a waypoint model is not sufficient to describe most avatar movement. We were surprised to find that despite game incentives for grouping, the majority of avatar movement between objectives is individual, not grouped. Finally, we found that a hotspot-based model for avatar movement is consistent with our traces.
Keywords
avatars; computer games; DVE topology management; World of Warcraft battlegrounds; avatar movement; distributed virtual environment; game incentives; hotspot-based model; message propagation schemes; Avatars; Cities and towns; History; Laboratories; Military computing; Motion measurement; Navigation; Testing; Topology; Virtual environment; Avatar Measurement; World of Warcraft;
fLanguage
English
Publisher
ieee
Conference_Titel
Network and Systems Support for Games (NetGames), 2009 8th Annual Workshop on
Conference_Location
Paris
Print_ISBN
978-1-4244-5603-1
Electronic_ISBN
978-1-4244-5604-8
Type
conf
DOI
10.1109/NETGAMES.2009.5446226
Filename
5446226
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