Thanks for your interest about our work on mobility characterization.


Human mobility is important for network virtual environments (NVE) such as online gaming. In this work we collect traces from World of Warcraft and compare the trace we collected with traces from virtual world second life and real world GPS trace. We find that the mobility pattern of World of Warcraft and Second Life are similar, and they share some similar characteristics with the real world GPS dataset.


Trace Collection

We use bots to read time-stamped positions of anonymized avatars from World of Warcraft.


 The data can be downloaded below

Ironforge-1d 1302  players

Silvermoon-Ironforge 3351 players

Silvermoon-StormwindCity 13492 players

Silvermoon-Orgrimmar 2103 players

ArgentDawn-StormwindCity 13719 players


Ironforge-1d is a one day trace extracted from silvermoon-Ironforge for ease of feeding mobility input to simulator. This is the trace used in the MMVE 2014 paper.

The player Ids are consistent within a city but not consistent across different cities.



time, id, x, y, z, facing   (time is the number of seconds since 1970-Jan-1)

63445220801, 1101, -4727.21, -984.93, 512.96, 3.44

63445220802, 1101, -4752.84, -999.33, 512.67, 4.07


More description will be added soon.


Please consider reference to the below paper if you use the above traces.

Siqi Shen, Niels Brouwers, Alexandru Iosup, Dick Epema. Characterizing Human Mobility in Networked Virtual Environments. NOSSDAV 2014.  


Technical report of this work can be downloaded from here.

If you are interested in my work (gaming and cloud computing research), please check my webpage.