Trends in evolution of the network traffic of Massively Multiplayer Online Role-Playing Games

M. Sužnjević, M. Matijasevic
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Abstract

The history of online video games spans over 30 years, with Massively Multiplayer Online Role-Playing Games (MMORPG) being one of the most popular genres. Constant evolution of MMORPGs has also brought along the need to understand how emerging game mechanisms and design choices affect the game data traffic characteristics. This paper presents a network data traffic analysis of Guild Wars 2 (GW2), an MMORPG released in 2012, with the idea to draw a comparison between GW2 and older MMORPGs, the characteristics of which are already known from previous studies, and to provide insight into the network traffic trends in this genre. For GW2 analysis, we use game data traffic collected over five weeks' time in an Internet Service Provider core network. The dataset consists of anonymized packet traces corresponding to 19 players who agreed to their network traffic being captured during gameplay. We analyze traffic characteristics, such as packet size, packet inter-arrival times, throughput, and duration of the playing sessions, along with the participants' basic demographic information and their use of voice communication during game play.
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大型多人在线角色扮演游戏的网络流量演变趋势
在线视频游戏的历史跨越了30多年,大型多人在线角色扮演游戏(MMORPG)是最受欢迎的游戏类型之一。mmorpg的不断发展也带来了理解新兴游戏机制和设计选择如何影响游戏数据流量特征的需求。本文通过对2012年发行的MMORPG《激战2》(GW2)的网络数据流量分析,将《激战2》与早前的MMORPG进行比较(游戏邦注:这两款游戏的特点已经在之前的研究中得到了体现),并分析这类游戏的网络流量趋势。对于GW2分析,我们使用在互联网服务提供商核心网络中收集的超过五周时间的游戏数据流量。数据集由匿名数据包跟踪组成,对应于19名玩家,他们同意在游戏期间捕获他们的网络流量。我们分析了流量特征,如数据包大小、数据包间隔到达时间、吞吐量和游戏会话的持续时间,以及参与者的基本人口统计信息和他们在游戏过程中使用语音通信的情况。
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