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» Load balancing for massively multiplayer online games
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DIGRA
2003
Springer
14 years 23 days ago
Is Electronic Community an Addictive Substance?
In this study, we examine how online games, like the Massively Multiplayer Online Role Playing Game (MMORPG) EverQuest, are represented and controlled through media rhetoric. We l...
Florence Chee, Richard Smith
IICS
2009
Springer
14 years 2 months ago
Splitting Overlay Network for Peer-to-Peer-based Massively Multiplayer Online Games
: Massively Multiplayer Online Games (MMOGs) gradually become one of the most popular internet applications. Traditional client-server architecture is widely used in MMOGs’ deplo...
Cheng Liu, Wentong Cai
JACIII
2008
75views more  JACIII 2008»
13 years 7 months ago
I3P: A Protocol for Increasing Reliability and Responsiveness in Massively Multiplayer Games
Developing broadband and internet technologies offers possibilities for new ways of minimizing the server bottleneck in online gaming as well as an increase in response and reliab...
Jeremy Kackley, Matthew Gambrell, Jean Gourd
CORR
2007
Springer
122views Education» more  CORR 2007»
13 years 7 months ago
Modeling Epidemic Spread in Synthetic Populations - Virtual Plagues in Massively Multiplayer Online Games
A virtual plague is a process in which a behavior-affecting property spreads among characters in a Massively Multiplayer Online Game (MMOG). The MMOG individuals constitute a synt...
Magnus Boman, Stefan J. Johansson
IJAMC
2010
114views more  IJAMC 2010»
13 years 6 months ago
Design issues for Peer-to-Peer Massively Multiplayer Online Games
: Massively Multiplayer Online Games (MMOGs) are increasing in both popularity and scale, and while classical Client/Server architectures convey some benefits, they suffer from s...
Lu Fan, Philip W. Trinder, Hamish Taylor