We study the ‘background traffic’ resulting from tens of thousands of networked first person shooter (FPS) clients searching for servers on which to play. Networked, multiplay...
Sebastian Zander, David Kennedy, Grenville J. Armi...
In this paper, we propose a new distributed event delivery method for MMORPG (Massively Multiplayer Online Role Playing Games). In our method, the whole game space is divided into...
Ranking is necessary for multiplayer online games to provide players with self-complacence and reference for choosing game counterparts. Most existing ranking solutions are tightl...
Li Tang, Jun Li, Jin Zhou, Zhizhi Zhou, Hao Wang, ...
In this position paper we propose an evaluation framework for networked mobile gaming, consisting of user, group, communication, and environment models. Each of these components a...
This paper presents traffic measurement of a Massively Multiplayer On-line Role Playing Game (MMORPG). This analysis characterizes the MMORPG traffic and shows its implications fo...
Jaecheol Kim, Jaeyoung Choi, Dukhyun Chang, Taekyo...
In this paper, we advocate the problem of reusing Multiplayer Online Game (MOG) in Client-Server (C/S) architecture. The problem is that MOG services cannot continue to be provide...
The increase in power and connectivity of computers has enabled a growth in network games, with many games having numerous servers to which a player can connect. The game server s...
Steven Gargolinski, Christopher St. Pierre, Mark C...
This paper deals with the packetization interval of haptic media in networked virtual environments. We here handle work in which a user moves an object by manipulating a haptic in...
In this paper we analyse different factors affecting players’ perception and performance in multiplayer games. We introduce a mean opinion score metric borrowed from the subje...