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» Load balancing for massively multiplayer online games
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NETGAMES
2006
ACM
14 years 1 months ago
A distributed architecture for MMORPG
We present an approach to support Massively Multiplayer Online Role-Playing Games. Our proposed solution begins by splitting the large virtual world into smaller regions, each reg...
Marios Assiotis, Velin Tzanov
HICSS
2009
IEEE
123views Biometrics» more  HICSS 2009»
14 years 2 months ago
Users' Influence on the Success of Online Communities
This paper examines how different facets of favorable user behavior drive the success of an online community by using a unique data set with surveys from 1,389 participants from t...
Jakob Assmann, Philipp Sandner, Sophie Ahrens
ICCCN
2007
IEEE
14 years 1 months ago
Grid Computing on Massively Multi-User Online Platform
—Large-scale online applications such as Massively Multiplayer Online Games (MMOGs) require large amount of computing resources that support many players interacting simultaneous...
Y. C. Allen Yu, Ka Lun Eddie Law
ACMACE
2010
ACM
13 years 2 months ago
Exploiting MMORPG log data toward efficient RMT player detection
To detect players who are engaged in real-money trading (RMT) in massively multi-player online role-playing games (MMORPGs), behavior of players was analyzed using log data of a c...
Hiroshi Itsuki, Asuka Takeuchi, Atsushi Fujita, Hi...
NETGAMES
2006
ACM
14 years 1 months ago
Towards public server MMOs
While massively multiplayer on-line games (MMOs) are enormously popular, their use of the client-server architecture causes them to suffer from scalability issues and high mainte...
Chris Chambers, Wu-chang Feng, Wu-chi Feng