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Analyzing the evolution of social groups in world of warcraft

 
: Thurau, C.; Bauckhage, C.

:
Postprint urn:nbn:de:0011-n-1413774 (3.5 MByte PDF)
MD5 Fingerprint: 177e09473faa07eea929a726eac7b14b
© 2010 IEEE. Personal use of this material is permitted. However, permission to reprint/republish this material for advertising or promotional purposes or for creating new collective works for resale or redistribution to servers or lists, or to reuse any copyrighted component of this work in other works must be obtained from the IEEE.
Erstellt am: 23.9.2010


Institute of Electrical and Electronics Engineers -IEEE-:
IEEE Conference on Computational Intelligence and Games, CIG 2010 : IT University of Copenhagen, Denmark 18-21.08.2010
Los Alamitos/Calif.: IEEE, 2010
ISBN: 978-1-4244-6297-1
ISBN: 978-1-4244-6295-7
ISBN: 978-1-4244-6296-4
S.170-177
Conference on Computational Intelligence and Games (CIG) <1, 2010, Copenhagen>
Englisch
Konferenzbeitrag, Elektronische Publikation
Fraunhofer IAIS ()

Abstract
This paper investigates the evolution of social structures in the game WORLD OF WARCRAFT . We analyze 192 million recordings of 18 million characters belonging to 1.4 million teams, spanning a period of 4 years. Using a recent matrix factorization method, we extract lower dimensional data embeddings. The embeddings provide intuitively nterpretable categorizations and we find a tendency towards guilds comprised of casual gamers. To our knowledge, this is the first study considering such a vast amount of data for analyzing groups in MMORPGs.

: http://publica.fraunhofer.de/dokumente/N-141377.html