This is raw data scraped from the Arugal Wow Classic Server by me personally.
Using the Auction DB app by Mooreatv
https://github.com/mooreatv/AuctionDB
See cleaned version: ...
Scraped from World of Warcraft Classic - Arugal Server (Australian, PVP), Horde Faction, from the first day the game launched.
Using Auction House Database by mooreatv: https://github.com/mooreatv/AuctionDB
Attribution 4.0 (CC BY 4.0)https://creativecommons.org/licenses/by/4.0/
License information was derived automatically
Ana başlıklar Warcraft World of Warcraft World of Warcraft The Burning Crusade World of Warcraft Wrath of the Lich King
This dataset was created by Ammar Uddin Qureshi
Attribution 4.0 (CC BY 4.0)https://creativecommons.org/licenses/by/4.0/
License information was derived automatically
World of Warcraft The Burning Crusade MMORPG türündeki World of Warcraft için Blizzard Entertainment tarafından yayınlan
The survey studied the time use of the players of the massively multiplayer online role-playing game World of Warcraft (WoW), and the social dimension of the gaming community. The data were collected for a Master's thesis. The respondents were first asked how many hours per day they played WoW or other similar games, how many hours they spent on active gaming sessions (raids etc.), on how many days per week they played, how long they had played WoW or other MMORPGs, and how long they had been a member of their guild (in-game association of player characters). The respondents were also asked whether they played WoW or other MMORPGs mostly as a single player or with other players, what their reasons for playing MMORPGs were, and why they thought other people played them. With regard to the social dimension of WoW and MMORPGs, the respondents were presented a number of statements charting, among others, the significance of friends and relationships "in game", the possibility of in-game relationships developing into real-life relationships, teamwork and related skills, and opinions on the rules and activities of the guild. Finally, the respondents were asked about their opinions on their gaming hobby as well as their views of MMORPGs and gaming communities from a general and the society's point of view. Background variables included the respondent's age and gender.
Attribution-NoDerivs 3.0 (CC BY-ND 3.0)https://creativecommons.org/licenses/by-nd/3.0/
License information was derived automatically
O aumento da popularidade de jogos online e da própria indústria de videogames tem possibilitado que cada vez mais novos usuários ou jogadores adentrem nesse mundo dos jogos digitais. Esses jogos, também compreendidos como uma forma de arte computacional, têm proporcionado a partir de elementos gráficos, sonoros, textuais e outros diversos elementos, uma nova possibilidade de inserção e interação do ser humano em mundos virtuais. Dentre os diversos tipos de jogos existentes, o MMORPG se destaca enquanto campo de possibilidades de comunicação, representação e interações de gênero na era tecnológica, principalmente por se utilizar da internet como ponto de apoio imprescindível. Compreender as dinâmicas de interação dentro dos jogos de MMORPG é buscar entender as novas formas de relações humanas, que estão sendo construídas nesses espaços virtuais. Diante do exposto, o presente estudo busca investigar as relações e interações entre jogadores de diferentes gêneros no jogo de interpretação de personagens online e em massa para multijogadores, World of Warcraft. Com o intuito de compreender os aspectos supracitados foi realizada uma pesquisa de campo de caráter exploratório, de natureza qualitativa, tendo como instrumento para coleta de dados um questionário online formulado pelo próprio pesquisador a partir dos objetivos do estudo, o qual foi aplicado a trinta e oito participantes. Os dados obtidos desse questionário foram analisados por meio do software de apoio a análise de dados qualitativos IRAMUTEQ. Os resultados demonstram que os jogos digitais possuem múltiplas potencialidades, as quais podem ter um caráter tanto positivo como negativo para os (as) jogadores (as) inseridos nesse espaço. Observamos que os jogos podem ser um lugar de interação social, lazer, entretenimento e aprendizagem, bem como também é possível encontrar condutas de violência associadas ao machismo e a misoginia. Diante disso, a pesquisa revelou que as dinâmicas sociais e de gêneros no ambiente dos jogos são complexas e ambivalentes. Por fim, espera-se que os resultados desse estudo possam contribuir com um maior entendimento sobre as interações entre os diferentes gêneros ocorridas no espaço dos jogos digitais online.
https://creativecommons.org/publicdomain/zero/1.0/https://creativecommons.org/publicdomain/zero/1.0/
The World of Warcraft Avatar History Dataset is a collection of records that detail information about player characters in the game over time. It includes information about their character level, race, class, location, and social guild. The Kaggle version of this dataset includes only the information from 2008 (and the dataset in general only includes information from the 'Horde' faction of players in the game from a single game server).
From the perspective of game system designers, players' behavior is one of the most important factors they must consider when designing game systems. To gain a fundamental understanding of the game play behavior of online gamers, exploring users' game play time provides a good starting point. This is because the concept of game play time is applicable to all genres of games and it enables us to model the system workload as well as the impact of system and network QoS on users' behavior. It can even help us predict players' loyalty to specific games.
An expansion to World of Warcraft, "Wrath of the Lich King" (Wotlk) was released on November 13, 2008. It introduced new zones for players to go to, a new character class (the death knight), and a new level cap of 80 (up from 70 previously). This event intersects nicely with the dataset and is probably interesting to investigate.
This dataset doesn't include a shapefile (if you know of one that exists, let me know!) to show where the zones the dataset talks about are. Here is a list of zones an information from this version of the game, including their recommended levels: http://wowwiki.wikia.com/wiki/Zones_by_level_(original) .
Update (Version 3): dmi3kno has generously put together some supplementary zone information files which have now been included in this dataset. Some notes about the files:
Note that some zone names contain Chinese characters. Unicode names are preserved as a key to the original dataset. What this addition will allow is to understand properties of the zones a bit better - their relative location to each other, competititive properties, type of gameplay and, hopefully, their contribution to character leveling. Location coordinates contain some redundant (and possibly duplicate) records as they are collected from different sources. Working with uncleaned location coordinate data will allow users to demonstrate their data wrangling skills (both working with strings and spatial data).
This dataset was created by Ammar Uddin Qureshi
https://creativecommons.org/publicdomain/zero/1.0/https://creativecommons.org/publicdomain/zero/1.0/
This dataset looks at the demographics of World of Warcraft players–gender, age, sexuality, etc.–and how they play the game–role, race, class–to see if there is an association between any of them. Specifically, I was interested in how gender and sexuality affects the gender of the character they play, but there are many other things to look at. This data was gathered through a Google Forms survey, which was then posted on Reddit, Tumblr, Twitter, and my WoW guild's Discord server.
There are 14 columns, 100 rows (not including the titles). 12 of those columns were gathered from a Google Forms survey, and the last two were added by hand. They are:
This dataset belongs to me. I created the survey and compiled the data. However, I would like to thank stormwind-keep on Tumblr and earth2gem on Twitter for helping me get the survey out to a broader audience.
I already ran a bunch of my own analyses using R, but I could not find a good way to analyze the Class and Race variables. If anyone can figure that one out, please do.
Tutkimuksessa tutkittiin World of Warcraft-kiltapelaajien ajankäyttöä sekä peliyhteisön sosiaalista ulottuvuutta. Tutkimus tehtiin osana pro gradu-tutkielmaa. Aluksi vastaajilta kysyttiin ajankäytöstä ja heidän tuli arvioida tuntimäärää, jonka he käyttävät aikaansa verkkoyhteisöissä pelattaviin peleihin. Lisäksi kysyttiin, kuinka monena päivänä vastaajat pelaavat viikossa sekä kuinka kauan he ovat pelanneet verkkoroolipelejä ja olleet jäsenenä pelikilloissa. Lisäksi kysyttiin tärkeimpiä syitä verkkoroolipelien pelaamiselle sekä vastaajan näkemystä muiden pelaajien syistä. Verkkoroolipelien sosiaalisuuden luonnetta selvitettiin pyytämällä vastaajia arvioimaan asteikolla verkkoroolipeliyhteisön sosiaalisuutta ja vertaamaan sitä yhteisöihin, jotka eivät ole pelitodellisuudessa (esim. Pelitodellisuudessa pelaajat ovat omia itsejään avattariensa takana). Lopuksi vastaajia pyydettiin vertailemaan ryhmäpelaamista yksinpelaamiseen sekä pohtimaan pelaamista osana omaa elämäntyyliä ja yhteiskuntaa (esim. Pelitodellisuus on aineeton, mutta todellinen osa yhteiskuntaa). Taustamuuttujina ovat ikä ja sukupuoli.
Activision Blizzard, the company responsible for Call of Duty, World of Warcraft, and Hearthstone, is the leading eSports company worldwide in terms of revenue. The Californian company reported global revenues of 8.8 billion U.S. dollars in 2021.
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This is raw data scraped from the Arugal Wow Classic Server by me personally.
Using the Auction DB app by Mooreatv
https://github.com/mooreatv/AuctionDB
See cleaned version: ...