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ACM NetGames 2008




                         An Analysis of 


                Players’ Game Hours
                    Pin‐Yun Tarng    NTU
                    Kuan‐Ta Chen     Academia Sinica 
                    Polly Huang      NTU



ACM NetGames 2008
Game Operators’ Wishes

       MMORPG revenue depending on the number of active 
       subscribers
            Monthly subscription fees
            Selling virtual items (through item mall)


       From game operators’ perspective, they are interested 
       to know (predict):
            How many players will join a game?
            How long they will stay in the game?

Kuan‐Ta Chen / An Analysis of WoW Players’ Game Hours           2
User Population Prediction

       Predicting how many gamers will join?
            HARD; Too many non‐technical issues
                 Release date (whether during long vacation?)
                 Artistic design (comic‐like or realistic?)
                 Cultural factors (Western‐ or Eastern‐style?)

       Predicting how long players will continue to stay
            Should be correlated with the extent of users’ involvement
                 How long they spend in the game each day?
                 How quickly their avatars advance to new levels?
            That’s what we pursue in this study

Kuan‐Ta Chen / An Analysis of WoW Players’ Game Hours                    3
User Subscription Time

       User subscription time
            The length of time since a player joined a game to the time of 
            her last login
                                                  Subscription time

             Login
             history

                           Jan  Feb  Mar Apr May Jun July Aug Sep Oct Nov Dec 2007


       Unsubscription time (= last login time)
            Can we predict this time point?


Kuan‐Ta Chen / An Analysis of WoW Players’ Game Hours                                4
Applications of Unsubscription Prediction
       Game improvement 
            Players’ unsubscription             low satisfaction
            Surveys can be conducted to determine the causes of player dissatisfaction 
            and improve the game accordingly
            More likely to receive useful comments before players quit
       Prevent VIP players’ quitting (maintain revenue)
            For “item mall” model, users’ contribution (of revenue) is heavy‐tailed
            Losing VIP players may signficantly harm the revenue
       Network/system planning and diagnosis
            By predicting “which” players tend to leave the game  investigating is 
            there any problem regarding network resource planning, network 
            congestion, or server arrangement
Kuan‐Ta Chen / An Analysis of WoW Players’ Game Hours                                 5
Unsubscription Prediction: Our Proposal

       Rationale: players’ satsifaction / enthusiasm / addiction 
       to a game is embedded in her game play history
                                             Subscription time

        Login
        history

                       Jan  Feb  Mar Apr May Jun July Aug Sep Oct Nov Dec 2007



                                                                                 Stay


                                                              Quit in 
                                                                                 Quit
                                                             30 days?

Kuan‐Ta Chen / An Analysis of WoW Players’ Game Hours                                   6
What We Have Done

       Collect players’ game session traces 
       34,524 WoW players for 2 years


       Analyze the characteristics of the game play time


       Perform predictability study
       Short‐term prediction is feasible; however, long‐term 
       prediction is much more difficult

Kuan‐Ta Chen / An Analysis of WoW Players’ Game Hours           8
Talk Progress

                 Overview
                 Game trace collection
                 How long do gamers play?
                 When do gamers play?
                 Predictability analysis
                 Future work




Kuan‐Ta Chen / An Analysis of WoW Players’ Game Hours    9
World of Warcraft

The most popular MMOG for now
Data Collection Methodology

       Create a game character
       Use the command ‘who’
       The command asks the game 
       server to reply with a list of 
       players who are currently 
       online


       Write a specialized data‐collection program (using C#, 
       VBScript, and Lua)
Kuan‐Ta Chen / An Analysis of WoW Players’ Game Hours            11
The Limitation of WoW API

       WoW returns at most 50 users in one query
       We narrow down our query ranges by dividing all the 
       users into different races, professions, and levels


                               Level: 50+
                                                               Monster    45 users
                                                        60 users
                                   Level: 40~49 

                       100 users
                                                            Human
                            Level: 30~39 
                                                                         15 users

Kuan‐Ta Chen / An Analysis of WoW Players’ Game Hours                                12
Trace Summary




Kuan‐Ta Chen / An Analysis of WoW Players’ Game Hours   13
Talk Progress

                 Overview
                 Game trace collection
                 How long do gamers play?
                 When do gamers play?
                 Predictability analysis
                 Future work




Kuan‐Ta Chen / An Analysis of WoW Players’ Game Hours    14
How Long Do Gamers Play?

       Unsubscription definition: Assume if player has “quitted”
       a game if she has not shown up for 3 months
       Analysis in three different time scales
            Subscription time
            Consecutive gameplay days
            Daily gameplay activity




Kuan‐Ta Chen / An Analysis of WoW Players’ Game Hours          15
Subscription Time
           Complementary Cumulative Distribution Function


                                                                         60% of users play longer than a year 
                                                                         after their first visits




Kuan‐Ta Chen / An Analysis of WoW Players’ Game Hours                                                      16
Consecutive Game Play Days

Consecutive game play days     an indicator of addiction
An ON period as a group of consecutive days during 
which a player joins the game everyday
An OFF period as the interval between two ON periods.
Cumulative Distribution of ON/OFF Periods

                                                      Extremely long ON and 
                                                      OFF periods exist
                               80% of ON and OFF 
                               periods are shorter 
                               than 5 days

                    OFF periods are slightly 
                    longer than ON periods




    Players tend to alternate between ON and OFF 
                 periods within 5 days
Season and Vacation

       Some extremely long OFF periods exist
            3% OFF periods longer than 1 month
            1% OFF periods longer than 3 months
       Even after a long OFF period, gamers may come back 
       and play game as seriously as before
            What’s the difference between a 3‐month OFF period and an 
            “true” unsubscription?
       Definitions
            Vacation: An OFF period longer than 30 days 
            Season: An active period between two vacations
Kuan‐Ta Chen / An Analysis of WoW Players’ Game Hours                    19
Distributions of Seasons and Vacations


                                          20% of vacations are 
                                          longer than 180 days


                                     50% of seasons are 
                                     longer than 60 days




Even after a long vacation (> half a year), 20% of gamers still 
                         come back
Daily Activities

       Daily playtime
       Daily session count
       Session playtime




Kuan‐Ta Chen / An Analysis of WoW Players’ Game Hours     21
Daily Playtime and Session Time


                                      25% gamers play longer than 5 
                                      hours per day
     Significant knees 
     around 1 and 5 hours




                            75% gamers play longer 
                            than 2 hours per day
Daily Session Count


                                      More than 80% gamers login 
                                      less than 2 times per day




The daily playtime is mainly contributed by one or two long 
     sessions rather than a number of short sessions
Talk Progress

                 Overview
                 Game trace collection
                 How long do gamers play?
                 When do gamers play?
                 Predictability analysis
                 Future work




Kuan‐Ta Chen / An Analysis of WoW Players’ Game Hours    24
When Do Gamers Play?

       Average daily playtime on each day of a week
       Average number of gamers in each hour of a day


       Our Conjectures
            Much longer playtime on weekends
            Much more gamers at night




Kuan‐Ta Chen / An Analysis of WoW Players’ Game Hours   25
Avg. Daily Playtime in a Week
                   The difference between weekends and 
                            weekdays is not large




Kuan‐Ta Chen / An Analysis of WoW Players’ Game Hours     26
Average Number of Gamers at Different Time



                                                             Peak hours are from 9pm to 1am



                                                                     Keep increasing quickly even in 
                                                                     office hours




                                                        Cold hours are from 4am to 10am




Kuan‐Ta Chen / An Analysis of WoW Players’ Game Hours                                               27
Talk Progress

                 Overview
                 Game trace collection
                 How long do gamers play?
                 When do gamers play?
                 Predictability analysis
                 Future work




Kuan‐Ta Chen / An Analysis of WoW Players’ Game Hours    28
Predictability

       Can we predict players’ future gameplay time based on 
       their game play history?




       Two aspects
            Predicting long‐term behavior based on daily activities
            Temporal dependence in multiple time scales


Kuan‐Ta Chen / An Analysis of WoW Players’ Game Hours                 29
Correlations between Daily and Long‐Term 
                            Factors
       Daily activities                                  Long‐term behavior
            Session time                                    ON period length


            Daily session count                             Season length


            Daily playtime                                  Subscription length


                                             Strong correlation 
                                                  exists?


Kuan‐Ta Chen / An Analysis of WoW Players’ Game Hours                             30
Correlation between Daily and Long‐term Factors
ON period length vs. Daily playtime




Kuan‐Ta Chen / An Analysis of WoW Players’ Game Hours   32
Correlation between Daily and Long‐term Factors




          No significant correlations for 
      season length and subscription period
Autocorrelations of Players’ Game Hours

       This session’s length vs. next session’s
       Today’s playtime vs. tomorrow’s
       This week’s playtime vs. next week’s
       This ON period’s playtime vs. next ON period’s
       This ON period’s length vs. next ON period’s
       This season’s length vs next season’s




Kuan‐Ta Chen / An Analysis of WoW Players’ Game Hours   34
Players’ Game Hours in Consecutive 
                          Periods




Kuan‐Ta Chen / An Analysis of WoW Players’ Game Hours   35
Players’ Game Hours in Consecutive 
                          Periods




             Weekly patterns are the most regular for most players

Kuan‐Ta Chen / An Analysis of WoW Players’ Game Hours                36
Game Play Time Predictability: Summary




Kuan‐Ta Chen / An Analysis of WoW Players’ Game Hours   37
Talk Progress

                 Overview
                 Game trace collection
                 How long do gamers play?
                 When do gamers play?
                 Predictability analysis
                 Future work




Kuan‐Ta Chen / An Analysis of WoW Players’ Game Hours    38
Work in Progress

       Our results indicate that although short‐term prediction 
       is feasible, long‐term prediction will be more difficult.


       We are developing a model that can predict whether a 
       player will leave a game.




Kuan‐Ta Chen / An Analysis of WoW Players’ Game Hours          39
Logisitic Regression Model for 
                          Unsubscription Prediction
       Significant features (out of > 20 features)
            Avg. session time
            Daily session count
            Variation of the login hour (when the player starts playing a 
            game each day)
            Variation of daily play time (number of hours)
       A naive logistic regression model achieves approximately 
       75% prediction accuracy (whether a player quits in one 
       month)

Kuan‐Ta Chen / An Analysis of WoW Players’ Game Hours                        40
Thank You!


                          Kuan‐Ta Chen

               http://www.iis.sinica.edu.tw/~ktchen


ACM NetGames 2008

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An Analysis of WoW Players’ Game Hours

  • 1. ACM NetGames 2008 An Analysis of  Players’ Game Hours Pin‐Yun Tarng  NTU Kuan‐Ta Chen Academia Sinica  Polly Huang NTU ACM NetGames 2008
  • 2. Game Operators’ Wishes MMORPG revenue depending on the number of active  subscribers Monthly subscription fees Selling virtual items (through item mall) From game operators’ perspective, they are interested  to know (predict): How many players will join a game? How long they will stay in the game? Kuan‐Ta Chen / An Analysis of WoW Players’ Game Hours 2
  • 3. User Population Prediction Predicting how many gamers will join? HARD; Too many non‐technical issues Release date (whether during long vacation?) Artistic design (comic‐like or realistic?) Cultural factors (Western‐ or Eastern‐style?) Predicting how long players will continue to stay Should be correlated with the extent of users’ involvement How long they spend in the game each day? How quickly their avatars advance to new levels? That’s what we pursue in this study Kuan‐Ta Chen / An Analysis of WoW Players’ Game Hours 3
  • 4. User Subscription Time User subscription time The length of time since a player joined a game to the time of  her last login Subscription time Login history Jan  Feb  Mar Apr May Jun July Aug Sep Oct Nov Dec 2007 Unsubscription time (= last login time) Can we predict this time point? Kuan‐Ta Chen / An Analysis of WoW Players’ Game Hours 4
  • 5. Applications of Unsubscription Prediction Game improvement  Players’ unsubscription  low satisfaction Surveys can be conducted to determine the causes of player dissatisfaction  and improve the game accordingly More likely to receive useful comments before players quit Prevent VIP players’ quitting (maintain revenue) For “item mall” model, users’ contribution (of revenue) is heavy‐tailed Losing VIP players may signficantly harm the revenue Network/system planning and diagnosis By predicting “which” players tend to leave the game  investigating is  there any problem regarding network resource planning, network  congestion, or server arrangement Kuan‐Ta Chen / An Analysis of WoW Players’ Game Hours 5
  • 6. Unsubscription Prediction: Our Proposal Rationale: players’ satsifaction / enthusiasm / addiction  to a game is embedded in her game play history Subscription time Login history Jan  Feb  Mar Apr May Jun July Aug Sep Oct Nov Dec 2007 Stay Quit in  Quit 30 days? Kuan‐Ta Chen / An Analysis of WoW Players’ Game Hours 6
  • 7.
  • 8. What We Have Done Collect players’ game session traces  34,524 WoW players for 2 years Analyze the characteristics of the game play time Perform predictability study Short‐term prediction is feasible; however, long‐term  prediction is much more difficult Kuan‐Ta Chen / An Analysis of WoW Players’ Game Hours 8
  • 9. Talk Progress Overview Game trace collection How long do gamers play? When do gamers play? Predictability analysis Future work Kuan‐Ta Chen / An Analysis of WoW Players’ Game Hours 9
  • 11. Data Collection Methodology Create a game character Use the command ‘who’ The command asks the game  server to reply with a list of  players who are currently  online Write a specialized data‐collection program (using C#,  VBScript, and Lua) Kuan‐Ta Chen / An Analysis of WoW Players’ Game Hours 11
  • 12. The Limitation of WoW API WoW returns at most 50 users in one query We narrow down our query ranges by dividing all the  users into different races, professions, and levels Level: 50+ Monster 45 users 60 users Level: 40~49  100 users Human Level: 30~39  15 users Kuan‐Ta Chen / An Analysis of WoW Players’ Game Hours 12
  • 14. Talk Progress Overview Game trace collection How long do gamers play? When do gamers play? Predictability analysis Future work Kuan‐Ta Chen / An Analysis of WoW Players’ Game Hours 14
  • 15. How Long Do Gamers Play? Unsubscription definition: Assume if player has “quitted” a game if she has not shown up for 3 months Analysis in three different time scales Subscription time Consecutive gameplay days Daily gameplay activity Kuan‐Ta Chen / An Analysis of WoW Players’ Game Hours 15
  • 16. Subscription Time Complementary Cumulative Distribution Function 60% of users play longer than a year  after their first visits Kuan‐Ta Chen / An Analysis of WoW Players’ Game Hours 16
  • 17. Consecutive Game Play Days Consecutive game play days  an indicator of addiction An ON period as a group of consecutive days during  which a player joins the game everyday An OFF period as the interval between two ON periods.
  • 18. Cumulative Distribution of ON/OFF Periods Extremely long ON and  OFF periods exist 80% of ON and OFF  periods are shorter  than 5 days OFF periods are slightly  longer than ON periods Players tend to alternate between ON and OFF  periods within 5 days
  • 19. Season and Vacation Some extremely long OFF periods exist 3% OFF periods longer than 1 month 1% OFF periods longer than 3 months Even after a long OFF period, gamers may come back  and play game as seriously as before What’s the difference between a 3‐month OFF period and an  “true” unsubscription? Definitions Vacation: An OFF period longer than 30 days  Season: An active period between two vacations Kuan‐Ta Chen / An Analysis of WoW Players’ Game Hours 19
  • 20. Distributions of Seasons and Vacations 20% of vacations are  longer than 180 days 50% of seasons are  longer than 60 days Even after a long vacation (> half a year), 20% of gamers still  come back
  • 21. Daily Activities Daily playtime Daily session count Session playtime Kuan‐Ta Chen / An Analysis of WoW Players’ Game Hours 21
  • 22. Daily Playtime and Session Time 25% gamers play longer than 5  hours per day Significant knees  around 1 and 5 hours 75% gamers play longer  than 2 hours per day
  • 23. Daily Session Count More than 80% gamers login  less than 2 times per day The daily playtime is mainly contributed by one or two long  sessions rather than a number of short sessions
  • 24. Talk Progress Overview Game trace collection How long do gamers play? When do gamers play? Predictability analysis Future work Kuan‐Ta Chen / An Analysis of WoW Players’ Game Hours 24
  • 25. When Do Gamers Play? Average daily playtime on each day of a week Average number of gamers in each hour of a day Our Conjectures Much longer playtime on weekends Much more gamers at night Kuan‐Ta Chen / An Analysis of WoW Players’ Game Hours 25
  • 26. Avg. Daily Playtime in a Week The difference between weekends and  weekdays is not large Kuan‐Ta Chen / An Analysis of WoW Players’ Game Hours 26
  • 27. Average Number of Gamers at Different Time Peak hours are from 9pm to 1am Keep increasing quickly even in  office hours Cold hours are from 4am to 10am Kuan‐Ta Chen / An Analysis of WoW Players’ Game Hours 27
  • 28. Talk Progress Overview Game trace collection How long do gamers play? When do gamers play? Predictability analysis Future work Kuan‐Ta Chen / An Analysis of WoW Players’ Game Hours 28
  • 29. Predictability Can we predict players’ future gameplay time based on  their game play history? Two aspects Predicting long‐term behavior based on daily activities Temporal dependence in multiple time scales Kuan‐Ta Chen / An Analysis of WoW Players’ Game Hours 29
  • 30. Correlations between Daily and Long‐Term  Factors Daily activities Long‐term behavior Session time ON period length Daily session count Season length Daily playtime Subscription length Strong correlation  exists? Kuan‐Ta Chen / An Analysis of WoW Players’ Game Hours 30
  • 33. Correlation between Daily and Long‐term Factors No significant correlations for  season length and subscription period
  • 34. Autocorrelations of Players’ Game Hours This session’s length vs. next session’s Today’s playtime vs. tomorrow’s This week’s playtime vs. next week’s This ON period’s playtime vs. next ON period’s This ON period’s length vs. next ON period’s This season’s length vs next season’s Kuan‐Ta Chen / An Analysis of WoW Players’ Game Hours 34
  • 35. Players’ Game Hours in Consecutive  Periods Kuan‐Ta Chen / An Analysis of WoW Players’ Game Hours 35
  • 36. Players’ Game Hours in Consecutive  Periods Weekly patterns are the most regular for most players Kuan‐Ta Chen / An Analysis of WoW Players’ Game Hours 36
  • 38. Talk Progress Overview Game trace collection How long do gamers play? When do gamers play? Predictability analysis Future work Kuan‐Ta Chen / An Analysis of WoW Players’ Game Hours 38
  • 39. Work in Progress Our results indicate that although short‐term prediction  is feasible, long‐term prediction will be more difficult. We are developing a model that can predict whether a  player will leave a game. Kuan‐Ta Chen / An Analysis of WoW Players’ Game Hours 39
  • 40. Logisitic Regression Model for  Unsubscription Prediction Significant features (out of > 20 features) Avg. session time Daily session count Variation of the login hour (when the player starts playing a  game each day) Variation of daily play time (number of hours) A naive logistic regression model achieves approximately  75% prediction accuracy (whether a player quits in one  month) Kuan‐Ta Chen / An Analysis of WoW Players’ Game Hours 40
  • 41. Thank You! Kuan‐Ta Chen http://www.iis.sinica.edu.tw/~ktchen ACM NetGames 2008