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Guest editorial for special issue on massively multiplayer online gaming systems and applications

Shervin Shirmohammadi, Mark Claypool
2009 Multimedia tools and applications  
suitability for MMORPGs, and also propose novel transport strategies for this genre of games.  ...  First, "Virtual Context Based Services for Multiplayer Online Games to Facilitate Community Participation" introduces the concept of virtual contextbased services to enable information exchange in a game  ... 
doi:10.1007/s11042-009-0310-z fatcat:42oz26p6xbebpdvuotrb4s53eu

Hydra

Luther Chan, James Yong, Jiaqiang Bai, Ben Leong, Raymond Tan
2007 Proceedings of the 6th ACM SIGCOMM workshop on Network and system support for games - NetGames '07  
We present the design and implementation of Hydra, a peer-to-peer architecture for massively-multiplayer online games.  ...  Our experience in developing these games suggests that our proposed programming model is suitable for game development.  ...  In this light, we adopt a new approach in Hydra, our network architecture for peer-to-peer massively-multiplayer games.  ... 
doi:10.1145/1326257.1326264 dblp:conf/netgames/ChanYBLT07 fatcat:ekzg46fp3vcj3iu2sfp4hezxim

Formulating a Serious-Games Design Project for Adult Offenders with the Probation Service

Matthew Ian Bates, David Brown, Wayne Cranton, James Lewis
2011 International Journal of Games Based Learning  
Use of these prototyping tools creates a process of "participatory design" (Druin, who regularly create and modify content to educate their peers via social networking and multiplayer gaming Matthew Ian  ...  learners to instruct, monitor and evaluate the learning of their peers by creating their own serious-games.  ... 
doi:10.4018/ijgbl.2011100101 fatcat:kb6dewnxzfcxlpuigaexjgkr5y

Fueling Game Development in Mobile P2P Environments

Aris Kosmopoulos, Ifigeneia Karamichali, Vasileios P. Kemerlis, George C. Polyzos
2007 2007 IEEE 18th International Symposium on Personal, Indoor and Mobile Radio Communications  
We focus on the development of a certain type of applications, inside the context of ubiquitous gaming, in a small scale peer-to-peer manner.  ...  This, along with the widespread deployment of mobile devices with advanced computational capabilities, creates more opportunities for developing collaborative/social applications.  ...  Peer Discovery and State Maintenance Engine When a peer gets connected to a wireless network or each time a small rapid P2P gaming network needs to be established, in order to support a multiplayer game  ... 
doi:10.1109/pimrc.2007.4394201 dblp:conf/pimrc/KosmopoulosKKP07 fatcat:q43pehvg75cm5bozdrqpk7uixa

GameOn

Nairan Zhang, Youngki Lee, Meera Radhakrishnan, Rajesh Krishna Balan
2015 Proceedings of the 13th Annual International Conference on Mobile Systems, Applications, and Services - MobiSys '15  
Mobile games, and especially multiplayer games are a very popular daily distraction for many users.  ...  We hypothesise that commuters travelling on public buses or trains would enjoy being able to play multiplayer games with their fellow commuters to alleviate the commute burden and boredom.  ...  Games Used for Evaluation The first requirement for any game to work with GameOn is for the game to support client-server multiplayer.  ... 
doi:10.1145/2742647.2742660 dblp:conf/mobisys/ZhangLRB15 fatcat:iu7q43csgjfuli42sql6lrjfja

Deriving Practical Applicability of Hierarchical Identity Based Encryption in Massively Multiplayer Online Role Playing Games

Renu Mary Daniel, Elijah Blessing Rajsingh, Salaja Silas
2016 Procedia Computer Science  
Massively Multiplayer Online Role Playing Games (MMORPGs) are virtual environments that allow players to socialize, compete, contribute, produce and consume goods leading to an intricate lifestyle resembling  ...  Public Key Infrastructure (PKI) is used to establish a secure channel for communicating user credentials with the game server. However, PKI is complex, expensive and difficult to deploy.  ...  Scheme for Electronics and IT, Department of Electronics and Information Technology, Government of India.  ... 
doi:10.1016/j.procs.2016.07.250 fatcat:ovrk77azqfh27g4oorabinsenq

Web-Based Multiplayer Online Role Playing Game (MORPG) for Assessing Students' Java Programming Knowledge and Skills

Maiga Chang, Kinshuk
2010 2010 Third IEEE International Conference on Digital Game and Intelligent Toy Enhanced Learning  
The web-based game enables students to play it across different operating system platforms and AJAX makes it possible for the game to be able to provide students with rapid response and instant interplayer  ...  This paper discusses the current practices of assessing students' Java programming language concepts and skills by using educational multiplayer online role playing game.  ...  Learners will learn how to do Java programming while they are engaged in a multiplayer role-playing game and interact with distant peers.  ... 
doi:10.1109/digitel.2010.20 dblp:conf/digitel/ChangK10 fatcat:tcvwoke2fbgarisqsaoikk6bxq

Motivation by gamification: Adapting motivational tools of massively multiplayer online role-playing games (MMORPGs) for peer-to-peer assessment in connectivist massive open online courses (cMOOCs)

István Danka
2020 International Review of Education  
Hence, the author argues for their compatibility, and builds on peer-to-peer assessment as a solution for resource allocation problems with low instructor-learner ratio.  ...  The author of this article suggests that one way of addressing this problem might be to adapt motivational formative assessment tools used in massively multiplayer online role-playing games (MMORPGs) to  ...  I am grateful to members of the Measures of Rationality Research Group (Hédi Csordás, Dorottya Egres, Ákos Gyarmathy, Alexandra Karakas, Krisztina Szabó and Zsolt Ziegler), and to two anonymous peer reviewers  ... 
doi:10.1007/s11159-020-09821-6 fatcat:t5fr3tawkvfnza5fgrf52vtnp4

Mammoth

Jörg Kienzle, Clark Verbrugge, Bettina Kemme, Alexandre Denault, Michael Hawker
2009 Proceedings of the 4th International Conference on Foundations of Digital Games - FDG '09  
This paper presents Mammoth, a massively multiplayer game research framework designed for experimentation in an academic setting.  ...  Subgames allow a researcher to define different game goals, for instance, in order to evaluate the effects of different team-play tactics on the game performance.  ...  Thanks also to Mark Lanctot for inventing and implementing the Orbius subgame.  ... 
doi:10.1145/1536513.1536566 dblp:conf/fdg/KienzleVKDH09 fatcat:s3lsoyqctfdvdbedtaaiv5rege

Towards a Framework for Learning in the OSMA Serious Game Engine

Tanguy Coenen, Evelyn Cloosen, Veerle Van der Sluys, Frederik Smolders
2010 International Journal of Emerging Technologies in Learning (iJET)  
Online multiplayer serious games offer a way to support learning in a gaming paradigm that is familiar to many players and has proven its effectiveness in providing sustainably enjoyable gameplay.  ...  We aim to decrease development cost for these games by providing a modular game design framework and a component-based technical architecture.  ...  A first reason for selecting the online multiplayer game as a basic format for the creation of serious games is to offer the player a familiar gaming environment in which to learn.  ... 
doi:10.3991/ijet.v5s3.1497 fatcat:qrp5yxiohbdmpjno35pbo4ryzm

A Survey of Routing Techniques for Mobile Collaborative Virtual Environment Applications [article]

Anis Zarrad
2013 arXiv   pre-print
A handful of interesting MCVE applications have been developed in a variety of domains, ranging from multiplayer games to virtual cities, virtual shopping malls, and various training simulations (i.e.  ...  In this survey we present a number of ways to classify and analysis routing techniques that have been applied in Mobile Collaborative Environment Applications.  ...  Acknowledgments The author is thankful to Dr. Ezzedine Boukerch, and also to Prince Salman Research and Translation Center for providing the necessary support for the preparation of this work.  ... 
arXiv:1303.3643v1 fatcat:ra5puzi5kvcqnmikiww4g2oe7e

Voronoi State Management for Peer-to-Peer Massively Multiplayer Online Games

Shun-Yun Hu, Shao-Chen Chang, Jehn-Ruey Jiang
2008 2008 5th IEEE Consumer Communications and Networking Conference  
State management is a basic requirement for multiuser virtual environments (VEs) such as Massively Multiplayer Online Games (MMOGs).  ...  In this paper, we propose Voronoi State Management (VSM) to maintain object states for peer-to-peer-based virtual worlds.  ...  Event-based is suitable for games such as realtime strategy (RTS), where the full set of game states is needed by each node, yet too large to update [16] .  ... 
doi:10.1109/ccnc08.2007.255 dblp:conf/ccnc/HuCJ08 fatcat:5cx7i33safemlley3nuiad67fy

The design of multiplayer online video game systems

Chia-chun A. Hsu, Jim Ling, Qing Li, C.-C. J. Kuo, Andrew G. Tescher, Bhaskaran Vasudev, V. Michael Bove, Jr., Ajay Divakaran
2003 Multimedia Systems and Applications VI  
The distributed Multiplayer Online Game (MOG) system is complex since it involves technologies in computer graphics, multimedia, artificial intelligence, computer networking, embedded systems, etc.  ...  Some preliminary ideas to deal with the identified problems are described.  ...  Peer-to-Peer vs. Client-Server Architecture Figure 1 Topology for Multiplayer Online Game system Let us compare the characteristics of the peer-to-peer and the client-server architectures below.  ... 
doi:10.1117/12.512201 fatcat:eow27dxitfh6pfyt2kg4vcutdm

Design issues for Peer-to-Peer Massively Multiplayer Online Games

Lu Fan, Phil Trinder, Hamish Taylor
2010 International Journal of Advanced Media and Communication  
This realisation has sparked intensive research interest in adapting MMOGs to Peer-to-Peer (P2P) architectures.  ...  Massively Multiplayer Online Games (MMOGs) are increasing in both popularity and scale, and while classical Client/Server architectures convey some benefits, they suffer from significant technical and  ...  The authors are currently refining the Mediator framework (Section III) and intend to evaluate it for a prototype MMOG in the near future.  ... 
doi:10.1504/ijamc.2010.032138 fatcat:iy57horby5fz5ogvr3vwicb4ji

Guest editorial for special issue on network and systems support for games

Shervin Shirmohammadi, Carsten Griwodz, Grenville Armitage
2012 Multimedia Systems  
Finally, a design for secure gaming is proposed in ''Match ? Guardian: A Secure Peer-to-Peer Trading Card Game Protocol'', which presents the Match ? Guardian (M ?  ...  ''The Ex-Gaussian Distribution as a Model of First Person Shooter Game Traffic'' proves that the skewed mixture Ex-Gaussian distribution is suitable for modeling packet payload lengths for two-player games  ... 
doi:10.1007/s00530-012-0279-8 fatcat:npz5uazgevgpfh6e4rxsh4rklq
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