TY - JOUR
T1 - Going out of business
T2 - Auction house behavior in the Massively Multi-player Online Game Glitch
AU - Drachen, Anders
AU - Riley, Joseph
AU - Baskin, Shawna
AU - Klabjan, Diego
N1 - Publisher Copyright:
© 2014 Elsevier B.V.
PY - 2014/9/16
Y1 - 2014/9/16
N2 - The in-game economies of Massively Multi-player Online Games are complex systems that have to be carefully designed and managed. This paper presents the results of an analysis of auction house data from the Massively Multi-player Online Games Glitch, across a 14. month period, the entire lifetime of the game. The data comprise almost 3. million data points, covering over 20,000 unique players and more than 650 products. Furthermore, an interactive visualization, based on Sankey flow diagrams, is presented which shows the proportion of the different clusters across each time bin, as well as the flow of players between clusters. The diagram allows evaluation of migration of players between clusters as a function of time, as well as a churn analysis. The presented work provides a template analysis and visualization model for progression-based or temporal-based analysis of player behavior broadly applicable to digital games.
AB - The in-game economies of Massively Multi-player Online Games are complex systems that have to be carefully designed and managed. This paper presents the results of an analysis of auction house data from the Massively Multi-player Online Games Glitch, across a 14. month period, the entire lifetime of the game. The data comprise almost 3. million data points, covering over 20,000 unique players and more than 650 products. Furthermore, an interactive visualization, based on Sankey flow diagrams, is presented which shows the proportion of the different clusters across each time bin, as well as the flow of players between clusters. The diagram allows evaluation of migration of players between clusters as a function of time, as well as a churn analysis. The presented work provides a template analysis and visualization model for progression-based or temporal-based analysis of player behavior broadly applicable to digital games.
KW - Auction house
KW - Business intelligence
KW - Game analytics
KW - Game economy
KW - MMORPG
KW - Player behavior
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U2 - 10.1016/j.entcom.2014.09.001
DO - 10.1016/j.entcom.2014.09.001
M3 - Article
AN - SCOPUS:84907806866
SN - 1875-9521
VL - 5
SP - 219
EP - 232
JO - Entertainment Computing
JF - Entertainment Computing
IS - 4
ER -