Is there life in Second Life?

Varvello, Matteo;Picconi, Fabio;Diot, Christophe;Biersack, Ernst W
CoNEXT 2008, 4th ACM International Conference on emerging Networking Experiments and Technologies, December 9, 2008, Madrid, Spain

 

 

 

Social virtual worlds such as Second Life are digital representations of the real world where human-controlled avatars evolve and interact through social activities. Understanding the characteristics of existing virtual worlds can be extremely valuable to optimize their design. In this work we perform the first extensive analysis of Second Life. We have crawled around 13000 Regions over one month, and gathered information about objects, avatars, and server state. The analysis of our traces shows several surprising results. We find that day period, whereas only few Regions have large peak populations. Moreover, the vast majority of Regions are static, i.e., objects are seldom created or destroyed. Interestingly, avatars interact similarly to humans in real life, gathering in small groups, visiting the same places and meeting the same avatars again, showing a highly predictable behavior. Based on these observations, we discuss several techniques to enhance Second Life or other similar social virtual worlds.


DOI
Type:
Conférence
City:
Madrid
Date:
2008-12-09
Department:
Sécurité numérique
Eurecom Ref:
2680
Copyright:
© ACM, 2008. This is the author's version of the work. It is posted here by permission of ACM for your personal use. Not for redistribution. The definitive version was published in CoNEXT 2008, 4th ACM International Conference on emerging Networking Experiments and Technologies, December 9, 2008, Madrid, Spain
http://dx.doi.org/10.1145/1544012.1544013
See also:

PERMALINK : https://www.eurecom.fr/publication/2680