Stammdaten

Titel: Analyzing Usage Patterns in Online Games
Beschreibung:

A typical life cycle of a game is reflected in its usage patterns. A game first builds a user base, then reaches an absolute peak to then online is played by a minimum number of dedicated fans at the end of its life. However, in games, especially multiplayer and massive multiplayer ones, extraordinary events can be observed as peaks in usage. For the usage of video games, the COVID-19 pandemic has impacted usage as it had on the game business itself. However, research lacks data to investigate these relations further. Usage statistics of games are rarely accessible for researchers. In this paper, we relate usage statistics to viewership and popularity of a game on Twitch.tv. In a first study, data from the online role-playing game (MMORPG) Eternal Lands is analyzed. Eternal Lands is a free, multiplayer, online game that was created already in 2002. The usage patterns show day/night cycles of players in the prime time of the time zones where most players are located and increased playing activity on weekends. A general trend over time shows a slowly diminishing userbase over the years since its introduction. In April 2020, a significant rise of user activities can be observed, attributed to lockdowns in many countries due to the COVID-19 pandemic. Since user statistics from Eternal Lands are shown on a per-user basis, it is possible to distinguish two patterns for this time. Regular players invest more time playing the game during the lockdown. In contrast, new or recurring players, who have not played the game intensively before, were looking for a distraction during the lockdown. In a second study, we focus on complementary viewer statistics on the popular game streaming platform Twitch.tv. We can easily observe that the COVID-19 pandemic impacted the playing time, as mentioned earlier. We relate usage data to viewership and streaming statistics of popular games. With the example of Eternal Lands, being a game that never went viral, we discuss the possibility of app roximating a game’s popularity through game streaming and viewership thereof.

Schlagworte:
Typ: Angemeldeter Vortrag
Homepage: http://www.frogvienna.at/programme/
Veranstaltung: FROG - Future and Reality of Gaming 2020, 14th Vienna Games Conference (Wien)
Datum: 22.11.2020
Vortragsstatus: stattgefunden (online)

Zuordnung

Organisation Adresse
Fakultät für Technische Wissenschaften
 
Institut für Vernetzte und Eingebettete Systeme
Universitätsstraße 65-67
9020 Klagenfurt am Wörthersee
Österreich
  -993640
   kornelia.lienbacher@aau.at
https://nes.aau.at/
zur Organisation
Universitätsstraße 65-67
AT - 9020  Klagenfurt am Wörthersee
Fakultät für Technische Wissenschaften
 
Institut für Informationstechnologie
Universitaetsstr. 65-67
9020 Klagenfurt am Wörthersee
Österreich
   martina.steinbacher@aau.at
http://itec.aau.at/
zur Organisation
Universitaetsstr. 65-67
AT - 9020  Klagenfurt am Wörthersee

Kategorisierung

Sachgebiete
  • 1020 - Informatik
Forschungscluster
  • Humans in the Digital Age
  • Visuelle Kultur
Vortragsfokus
  • Science to Science (Qualitätsindikator: II)
Klassifikationsraster der zugeordneten Organisationseinheiten:
TeilnehmerInnenkreis
  • Überwiegend international
Publiziert?
  • Ja
Arbeitsgruppen
  • Distributed Multimedia Systems

Kooperationen

Keine Partnerorganisation ausgewählt