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Naming Virtual Identities: Patterns and Inspirations for Character Names in World of Warcraft

机译:虚拟身份的命名:《魔兽世界》角色名称的模式和启示

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The abstract should summarize the contents of the paper and should People are increasingly interacting via online services - from forums, online communities, social networks and online computer games. While there has been considerable research on the motivations and communication of people online, as well as the social environment provided by online services, large-scale ana lyses of the virtual identities people use online are rare. In this paper, the first large-scale analysis of virtual identities in the massively multi-player online game WORLD OF WARCRAFT® is presented based on a dataset of nearly eight million avatar names and associated information. The results presented highlight the inventiveness of the names the users of WORLD OF WARCRAFT® express in terms of naming their virtual identities and the varied nature of the sources of inspiration for these names, which range from mythology, literature, popular culture, real-world names and others. The results also indicate that how players name their characters is influenced by the aes thetics and game function of the characters. The server type also appears to have an impact on player naming strategies, with role-playing servers forming a distinct cluster from Player-vs-Player type servers. Additionally, the analysis presented reveals that character name frequencies follow, similar to real-world names, a power law distribution.
机译:摘要应总结论文的内容,人们应该通过论坛,在线社区,社交网络和在线计算机游戏等在线服务进行互动。尽管人们对在线人们的动机和交流以及在线服务所提供的社会环境进行了大量研究,但很少有人对在线使用的虚拟身份进行大规模分析。本文基于将近800万个化身名称和相关信息的数据集,对大型多玩家在线游戏WORLD OFWARCRAFT®中的虚拟身份进行了首次大规模分析。呈现的结果突出了WORLD OFWARCRAFT®用户在命名其虚拟身份以及这些名称的灵感来源的多样性方面所具有的创造性,这些名称包括神话,文学,流行文化,现实世界。名称和其他。结果还表明,玩家命名角色的方式受角色的美学和游戏功能的影响。服务器类型似乎也影响了玩家命名策略,角色扮演服务器与Player-vs-Player类型服务器形成了不同的集群。此外,所提供的分析表明,与真实世界的名称类似,字符名称的频率遵循幂律分布。

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