- About this Journal
- Abstracting and Indexing
- Aims and Scope
- Article Processing Charges
- Articles in Press
- Author Guidelines
- Bibliographic Information
- Citations to this Journal
- Contact Information
- Editorial Board
- Editorial Workflow
- Free eTOC Alerts
- Publication Ethics
- Reviewers Acknowledgment
- Submit a Manuscript
- Subscription Information
- Table of Contents
Advances in Human-Computer Interaction
Volume 2011 (2011), Article ID 841069, 9 pages
An Optimized Player Taxonomy Model for Mobile MMORPGs with Millions of Users
1School of Communication and Design, Sun Yat-Sen University, Guang Zhou 510006, China
2School of Information Science and Technology, Sun Yat-Sen University, Guang Zhou 510006, China
3Department of Computer Science and Engineering, The Chinese University of Hong Kong, Hong Kong
4Gameislive Corporation, 5/f, 4 Victory Avenue, Kowloon, Hong Kong
Received 7 June 2011; Accepted 26 September 2011
Academic Editor: Anthony Savidis
Copyright © 2011 Fang You et al. This is an open access article distributed under the Creative Commons Attribution License, which permits unrestricted use, distribution, and reproduction in any medium, provided the original work is properly cited.
- R. Bartle, “Heats, clubs, diamonds, spades: players who suit MUDs,” Journal of MUD Research, vol. 53, no. 1, pp. 86–107, 1996.
- P. Carrington, J. Scot, and S. Wasserman, Models and Methods in Social Network Analysis, Cambridge University Press, Cambridge, UK, 2005.
- F. You, J. Wang, Z. Zheng et al., “RA-model: a taxonomy model of player activities in mobile MMORPGs,” in Proceedings of the 4th international conference on mobile technology, applications, and systems and the 1st international symposium on Computer human interaction in mobile technology (IS-CHI '07), pp. 704–707, September 2007.
- N. Yee, “The demographics, motivations, and derived experiences of users of massively multi-user online graphical environments,” Presence, vol. 15, no. 3, pp. 309–329, 2006.
- N. Yee, “Motivations of play in online games,” Journal of CyberPsychology and Behavior, vol. 9, pp. 772–775, 2007.
- E. Castronova, Synthetic Worlds: The Business and Culture of Online Games, University of Chicago Press, Chicago, Ill, USA, 2005.
- N. Ducheneaut and R. J. Moore, “The social side of gaming: a study of interaction patterns in a massively multiplayer online game,” in Proceedings of the Computer Supported Cooperative Work (CSCW '04), pp. 360–369, November 2004.
- N. Ducheneaut, R. J. Moore, and E. Nickell, “Virtual “third places”: a case study of sociability in massively multiplayer games,” Computer Supported Cooperative Work, vol. 16, no. 1-2, pp. 129–166, 2007.
- N. Ducheneaut, N. Yee, E. Nickell, and R. J. Moore, “‘Alone together?’ Exploring the social dynamics of massively multiplayer online games,” in Proceedings of the Conference on Human Factors in Computing Systems (CHI '06), pp. 407–416, April 2006.
- M. Jakobson and T. L. Taylor, “The sopranos meets everquest: social networking in massively multiplayer online games,” in Proceedings of the Design Automation Conference (DAC '3), pp. 81–90, 2003.
- N. Ducheneaut, N. Yee, E. Nickell, and R. J. Moore, “The life and death of online gaming communities: a look at guilds in world of warcraft,” in Proceedings of the 25th Conference on Human Factors in Computing Systems (CHI '07), pp. 839–848, May 2007.
- C. Bo, R. Kraut, and M. Fichman, Matching People and Groups: Recruitment and Selection in Online Games, Carnegie Mellon University, 2008.
- M. Granovetter, “The strength of weak ties,” American Journal of Economics and Sociology, vol. 78, pp. 1360–1380, 1973.
- F. Harary, “On the notion of balance of signed graph,” Michigan Mathematical Journal, vol. 2, pp. 143–146, 1953.
- P. Doreian and A. Mrvar, “A partitioning approach to structural balance,” Social Networks, vol. 18, no. 2, pp. 149–168, 1996.
- B. Schneider, “The people make the place,” Personnel Psychology, vol. 40, pp. 437–453, 1987.
- B. Schneider, D. B. Smith, and H. W. Goldstein, “Attraction-selection-attrition: toward a person-environment psychology of organizations,” in Person—Environment Psychology: New Directions and Perspectives, B. W. Walsh, K. H. Craik, and R. H. Price, Eds., pp. 61–86, Erlbaum, Mahway, NJ, USA, 2nd edition, 2000.
- D. Williams, N. Martins, M. Consalvo, and J. D. Ivory, “The virtual census: representations of gender, race and age in video games,” New Media and Society, vol. 11, no. 5, pp. 815–834, 2009.
- N. F. Johnson, C. Xu, Z. Zhao et al., “Human group formation in online guilds and offline gangs driven by a common team dynamic,” Physical Review E, vol. 79, no. 6, Article ID 066117, 11 pages, 2009.
- M. Szell and S. Thurner, “Measuring social dynamics in a massive multiplayer online game,” Social Networks, vol. 32, no. 4, pp. 313–329, 2010.