Travel and Activity Behaviors in Virtual World Environments

This paper explores the travel and activity behaviors of users within an online multiplayer role playing game. Travel and activity behaviors are characterized, in terms of their spatial distribution, the allocation of time for travel and characteristics of travel episodes, using data from the Everquest 2 online game. Activity locations are analyzed by measuring the dimensions of players’ activity spaces, ranging from simple measures such as confidence ellipses. The allocation of time for travel will be examined with respect to time allocated for other activities. To the extent possible, given that travel may require money at the destination or origin, the relationship between travel time and money expenditure will be examined. Finally, travel episodes will be characterized in terms of frequency and other relevant characterizations. The results of this study will provide a better understanding of the behavioral aspects of game playing, particularly with respect to the implementation of different in-game goals and tasks from a spatial perspective and the movements of players in the game in relation to other activities and resources. Furthermore, given empirical results from real-world travel and activity data, these findings of this study can be compared against real-world data to provide a means of evaluating the similarities between travel and activity behaviors in real and virtual world environments.


  • English

Media Info

  • Media Type: DVD
  • Features: Figures; References; Tables;
  • Pagination: 14p
  • Monograph Title: TRB 89th Annual Meeting Compendium of Papers DVD

Subject/Index Terms

Filing Info

  • Accession Number: 01155180
  • Record Type: Publication
  • Report/Paper Numbers: 10-4062
  • Files: TRIS, TRB
  • Created Date: Jan 25 2010 12:05PM