eHealth 360°. International Summit on eHealth, Budapest, Hungary, June 14-16, 2016, Revised Selected Papers

Research Article

Effect of Different Looting Systems on the Behavior of Players in a MMOG: Simulation with Real Data

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  • @INPROCEEDINGS{10.1007/978-3-319-49655-9_15,
        author={Daniele Felice and Marco Granato and Laura Ripamonti and Marco Trubian and Davide Gadia and Dario Maggiorini},
        title={Effect of Different Looting Systems on the Behavior of Players in a MMOG: Simulation with Real Data},
        proceedings={eHealth 360°. International Summit on eHealth, Budapest, Hungary, June 14-16, 2016, Revised Selected Papers},
        proceedings_a={EHEALTH360},
        year={2017},
        month={1},
        keywords={Videogames Massively multiplayer online games Agent base model simulation Looting system},
        doi={10.1007/978-3-319-49655-9_15}
    }
    
  • Daniele Felice
    Marco Granato
    Laura Ripamonti
    Marco Trubian
    Davide Gadia
    Dario Maggiorini
    Year: 2017
    Effect of Different Looting Systems on the Behavior of Players in a MMOG: Simulation with Real Data
    EHEALTH360
    Springer
    DOI: 10.1007/978-3-319-49655-9_15
Daniele Felice1, Marco Granato1,*, Laura Ripamonti1,*, Marco Trubian1,*, Davide Gadia1,*, Dario Maggiorini1,*
  • 1: University of Milan
*Contact email: marco.granato@unimi.it, ripamonti@di.unimi.it, marco.trubian@unimi.it, gadia@di.unimi.it, dario@di.unimi.it

Abstract

Massively Multi-player Online Games (MMOGs) are complex and persistent video games developed for a large public of players. The complex relations and dynamics among players represent an interesting research topic not only for developers, but also for experts in social relations and psychologists. Looting Systems (LSs), i.e. the procedure applied to allocate goods or items to a group of players after a successful collaborative activity, can have an important role in the overall satisfaction of a player towards the game and the other players in her group, leading even to the decision to abandon the virtual world. In this work we analyze different types of LSs, and we try to simulate the behavior of different type of players using real data from World of Warcraft, in order to understand which LS can be the more appropriate to maintain a high level of satisfaction and engagement in the players.