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» Load balancing for massively multiplayer online games
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CHI
2007
ACM
14 years 8 months ago
The life and death of online gaming communities: a look at guilds in world of warcraft
Massively multiplayer online games (MMOGs) can be fascinating laboratories to observe group dynamics online. In particular, players must form persistent associations or "guil...
Nicolas Ducheneaut, Nicholas Yee, Eric Nickell, Ro...
FPLAY
2008
13 years 9 months ago
Construction of cybertypes in Lineage II: an analysis of game interfaces and support documentation
This paper discusses social exclusion by analyzing the avatar creation interface of the massively multiplayer online roleplaying game (MMORPG) Lineage II. We use a previously deve...
Victoria McArthur, Tyler M. Pace, Aaron R. Houssia...
P2P
2009
IEEE
189views Communications» more  P2P 2009»
14 years 2 months ago
Badumna Network Suite: A Decentralized Network Engine for Massively Multiplayer Online Applications
We present Badumna Network Suite, a network engine for Massively Multiplayer Online (MMO) applications. MMO applications such as World of Warcraft and Second Life use client-serve...
Santosh Kulkarni