Auswahl der wissenschaftlichen Literatur zum Thema „Online multiplayer games“

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Zeitschriftenartikel zum Thema "Online multiplayer games"

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Bainbridge, William Sims. „Online Multiplayer Games“. Synthesis Lectures on Information Concepts, Retrieval, and Services 1, Nr. 1 (Januar 2009): 1–113. http://dx.doi.org/10.2200/s00232ed1v01y200912icr013.

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Lober, Andreas, und Timo Conraths. „Cheat software – ‘doping’ in online games“. Interactive Entertainment Law Review 2, Nr. 2 (Dezember 2019): 78–83. http://dx.doi.org/10.4337/ielr.2019.02.03.

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This article considers the legal issues surrounding the use of cheat software in online games, especially with reference to those games featuring significant online multiplayer functionality, such as massively multiplayer online games. Given the propensity of cheat software to ruin the gaming experience of bona fide players in such multiplayer settings, potentially resulting in significant economic and reputational losses for game publishers, the article evaluates the methods which may be employed by the game publisher to restrict the development, distribution and use of cheat software by the latter's developers, publishers and users. Using provisions of trademark, copyright and competition law, the authors examine the tools available to game publishers to stifle the spread of cheat software and maintain a fair playing field within their online multiplayer games.
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Wicaksana, Gabe Dimas, Maman Abdurohman und Aji Gautama Putrada. „Enhancing the quality of experience of Arduino-based multiplayer online game using MQTT server“. Jurnal Teknologi dan Sistem Komputer 8, Nr. 1 (31.01.2020): 36–43. http://dx.doi.org/10.14710/jtsiskom.8.1.2020.36-43.

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Online multiplayer games require internet networks to play with opposing players more exciting because multiple players can fight each other. The game experiences lag, which is expressed as the quality of experience (QoE), is one of the most common problems for online multiplayer games, causing the games less exciting to play. This study examined the implementation of Message Queue Telemetry Transport (MQTT) as a communication protocol in multiplayer online games using Arduino and compared its performance against HTTP. QoE used data collected using the mean opinion score (MOS) method. The MQTT resulted in an average QoE score of 3.9 (Pingpong) and 4 (TicTacToe) MOS units, while on HTTP 3.8 (PingPong and TicTacToe). The use of the MQTT communication protocol can improve the QoE of multiplayer online game players compared to HTTP.
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Achterbosch, Leigh, Robyn Pierce und Gregory Simmons. „Massively multiplayer online role-playing games“. Computers in Entertainment 5, Nr. 4 (März 2008): 1–33. http://dx.doi.org/10.1145/1324198.1324207.

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Su, Nathan N. „Single and Multiplayer Video Gamers: Looking at Their Experiences and Psychosocial Well-Being During the COVID-19 Pandemic“. International Journal of Psychological Studies 13, Nr. 4 (04.11.2021): 51. http://dx.doi.org/10.5539/ijps.v13n4p51.

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The COVID-19 pandemic has impacted our lives in many different ways. One significant impact on daily life was the increased indoor time due to quarantine measures. Data collected suggests video games have become more popular than ever during these unprecedented times (Epstein, 2020). This study aims to explore the experiences and psychosocial well-being of individuals who played single and multiplayer video games during the pandemic. Data was collected through a questionnaire distributed to multiple online communities and forums from June 28th to July 29th, 2021. The total collected responses were n=260. 132 participants identified themselves as playing mostly single-player video games and 128 identified themselves as playing mostly multiplayer games. The results show during the pandemic individuals spent more time playing both types of video games. Motivations for playing single-player games trended towards decreasing anxiety and stress, and avoiding real life, whereas multiplayer motivations tended to trend towards socialization rather than decreasing stress or anxiety. During the pandemic, 40-50% of single and multiplayer gamers indicated decreased mental health. However, both types of players reported improvement in mental and social well-being while playing video games. More multiplayer gamers reported improved social well-being while playing compared to single-player gamers. The survey respondents tended to report having more positive experiences with single-player and multiplayer video games during the pandemic. Results presented video games as a way for individuals to socialize or decrease stress and anxiety. In addition, the comparison between the two types of gamers revealed that single-player respondents tended to play for relaxation, stress reduction, and perhaps improvement in mental health, while multiplayer gamers play to increase social interaction and improve social well-being. Further research is needed to explore the long-term effects of video games during the pandemic after everyone has returned to a pre-pandemic state.
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Steinkuehler, Constance. „Massively Multiplayer Online Gaming as a Constellation of Literacy Practices“. E-Learning and Digital Media 4, Nr. 3 (September 2007): 297–318. http://dx.doi.org/10.2304/elea.2007.4.3.297.

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The claim that video games are replacing literacy activities that is bandied about in the American mainstream press is based not only on unspecified definitions of both ‘games' and ‘literacy’ but also on a surprising lack of research on what children actually do when they play video games. In this article, the author examines some of the practices that comprise game play in the context of one genre of video games in particular — massively multiplayer online games (MMOGs). Based on data culled from a two-year online cognitive ethnography of the MMOG Lineage (both I and II), the author argues that forms of video game play such as those entailed in MMOGs are not replacing literacy activities but rather are literacy activities. In order to make this argument, the author surveys the literacy practices that MMOGamers routinely participate in, both within the game's virtual world (e.g. social interaction, in-game letters) and beyond (e.g. online game forums, the creation of fan sites and fan fiction). Then, with this argument in place, she attempts to historicize this popular contempt toward electronic ‘pop culture’ media such as video games and suggest a potentially more productive (and accurate) framing of the literacy practices of today's generation of adolescents and young adults.
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BOSCHERT, SHERRY. „Multiplayer Online Games Can Be Helpful, Hurtful“. Internal Medicine News 40, Nr. 19 (Oktober 2007): 26. http://dx.doi.org/10.1016/s1097-8690(07)71184-8.

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BOSCHERT, SHERRY. „Multiplayer Online Games Can Be Helpful, Hurtful“. Skin & Allergy News 38, Nr. 11 (November 2007): 50. http://dx.doi.org/10.1016/s0037-6337(07)70892-6.

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Hornbeck, Ryan G. „Explaining Time Spent in Multiplayer Online Games“. Games and Culture 11, Nr. 5 (Juli 2016): 489–509. http://dx.doi.org/10.1177/1555412015570112.

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Tsun-Yu Hsiao und Shyan-Ming Yuan. „Practical Middleware for Massively Multiplayer Online Games“. IEEE Internet Computing 9, Nr. 5 (September 2005): 47–54. http://dx.doi.org/10.1109/mic.2005.106.

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Dissertationen zum Thema "Online multiplayer games"

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Hardy, Robert Stafford. „Cheating in Multiplayer Video Games“. Thesis, Virginia Tech, 2009. http://hdl.handle.net/10919/31881.

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Cheating in video games has been prevalent ever since the days of Pong. Games have evolved much since then and the ways in which people play together have changed as well. Older systems required people to play together in the same room, but with the advent of the internet, gaming consoles allow us to play games together with people located all over the globe. Cheating has evolved as well, since gamers no longer have the luxury of monitoring the person sitting next to them; anti-cheating mechanisms are built into most online systems and suspicious behavior is monitored by gaming companies. Most of the current research has surrounded ways in which players cheat and their reasoning for doing so. This is only half of the equation however, what happens after a gamer is caught cheating? What are the repercussions for being caught cheating and how does being caught influence future decisions to cheat? By putting gamers in a situation where they are caught cheating, three different responses were revealed: those who are determined to cheat no matter what, those who scale back their cheating in the hopes of remaining undetected, and those who stopped cheating altogether.
Master of Science
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Hawker, Michael. „Subgames in massively multiplayer online games“. Thesis, McGill University, 2008. http://digitool.Library.McGill.CA:80/R/?func=dbin-jump-full&object_id=21992.

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With the launch of World of Warcraft in 2004, Massively Multiplayer Online Games (MMOGs) really came into their own as millions of people started playing worldwide. Providing scalability to such a large audience while maintaining a consistent gameplay experience is a diffcult task which many companies face in an industry where only few succeed. This thesis focuses on the issues of how a MMOG can be scaled to support more concurrent players and how consistency can be maintained in a Distributed Multi-Server Environment (DMSE). As a basis for investigation the notion of "Subgames" (i.e. games within games) was introduced. As smaller, more flexible game units, subgames reduce scalability problems but raise consistency concerns by requiring modular game actions in a distributed environment to function. This is addressed through a new transactional protocol and action framework which abstracts and solves consistency issues while creating an infrastructure which allows for scalability. A complete solution is illustrated using these techniques through the design of general game mechanics and subgames. The approach here further enables scalability of MMOGs in a DMSE and provides a general framework for the further investigation of MMOG consistency and scalability through subgame instances.
La popularité des jeux massivement multi-joueurs en ligne ( MMOGs ) a grandement augmenté avec l'arrivée du jeu World of Warcraft, qui est joué par des millions de personnes à travers le monde. Cependant, ce type d'application nécessite des infrastructures extensibles pour accommoder des milliers de joueurs, tout en offrant une expérience de jeu consistante. Ceci représente un grand obstacle que plusieurs compagnies doivent affronter, mais qui est surmonté par peu. Cette thèse aborde les problèmes reliés à la croissance du nombre de joueurs simultanés, tout en discutant comment maintenir un environnement distribué multi- serveurs ( DMSE ) consistant. La notion de sous-jeux ( un jeu qui se déroule l'intérieur d'un autre jeu ) a été utilisée pour mieux étudier le problème. En tant qu'unités de jeu plus petits et flexibles, les sous-jeux facilitent la croissance, mais augmentent les problèmes de concurrence puisque leur bon fonctionnement nécessite des actions modulaires dans un environnement distribué. Ces défis sont adressés par un nouveau protocole transactionnel et un cadre d'applications d'actions qui font abstraction et règlent les problèmes de consistance, tout en offrant une infrastructure qui permet une certaine croissance. Une solution, où les mécanismes de jeux et de sous-jeux sont adaptés en conséquence, illustre les techniques proposées dans cette thèse. Ces techniques permettent une plus grande croissance pour les jeux MMOGs dans un DMSE, tout en fournissant des outils de sous-jeux qui permettent l'étude des défis de consistance et de croissance.
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White, Dustin. „Role recognition in massively multiplayer online games“. Winston-Salem, NC : Wake Forest University, 2009. http://dspace.zsr.wfu.edu/jspui/handle/10339/43154.

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Thesis (M.S.)--Wake Forest University. Dept. of Computer Science, 2009.
Title from electronic thesis title page. Thesis advisor: William H. Turkett Jr. Vita. Includes bibliographical references (p. 61-62).
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Veron, Maxime Pierre Andre. „Scalable services for massively multiplayer online games“. Thesis, Paris 6, 2015. http://www.theses.fr/2015PA066212/document.

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Les jeux massivement multi-joueurs en ligne (jeux MMOGs) visent à rassembler un nombre infini de joueurs dans le même univers virtuel. Pourtant, tous les MMOG existants reposent sur des architectures client / serveur centralisé qui imposent une limite sur le nombre maximum de joueurs (avatars) et sur les ressources qui peuvent coexister dans un univers virtuel donné. Cette thèse vise à proposer des solutions pour améliorer l'évolutivité de MMOG. Cette thèse explore deux services qui sont essentiels à toutes les variantes de MMOG: jumelage et détection de triche. Ces deux services sont les goulots d'étranglement connus, et pourtant les implémentations actuelles restent centralisées. Cette thèse montre également qu'il est possible de concevoir un service d'arbitrage au-dessus d'un système de réputation. Le service résultant reste très efficace sur une grande échelle, à la fois en termes de performance et en termes de prévention de la fraude. Comme l'arbitrage est un problème similaire à la détection de fautes, cette thèse étend l'approche proposée pour surveiller les défaillances
Massively Multi-player Online Games (MMOGs) aim at gathering an infinite number of players within the same virtual universe. Yet all existing MMOGs rely on centralized client/server architectures which impose a limit on the maximum number of players (avatars) and resources that can coexist in any given virtual universe. This thesis aims at proposing solutions to improve the scalability of MMOGs. To address the wide variety of their concerns, MMOGs rely on independent services such as virtual world hosting, avatar storage, matchmaking, cheat detection, and game design. This thesis explores two services that are crucial to all MMOG variants: matchmaking and cheat detection. Both services are known bottlenecks, and yet current implementations remain centralized. This thesis also shows that it is possible to design a peer to peer refereeing service on top of a reputation system. The resulting service remains highly efficient on a large scale, both in terms of performance and in terms of cheat prevention. Since refereeing is somewhat similar to failure detection, this thesis extends the proposed approach to monitor failures. The resulting failure detection service scales with the number of monitored nodes and tolerates jitter
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Miller, Mitchell. „Bootstrapping Massively Multiplayer Online Role Playing Games“. DigitalCommons@CalPoly, 2020. https://digitalcommons.calpoly.edu/theses/2191.

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Massively Multiplayer Online Role Playing Games (MMORPGs) are a prominent genre in today's video game industry with the most popular MMORPGs generating billions of dollars in revenue and attracting millions of players. As they have grown, they have become a major target for both technological research and sociological research. In such research, it is nearly impossible to reach the same player scale from any self-made technology or sociological experiments. This greatly limits the amount of control and topics that can be explored. In an effort to make up a lacking or non-existent player-base for custom-made MMORPG research scenarios A.I. agents, impersonating human players, can be used to "bootstrap" the research scenario to reach the necessary massive number of players that define the game genre. This thesis presents a system that makes its human players and A.I. players indistinguishable while preserving the basic characteristics of a typical MMORPG. To better achieve identical perception of human and A.I. players, our system centers around the collection, sharing, and exchange of information while limiting the means of expression and actions of players. A gameplay scenario built on the Panoptyk engine was constructed to imitate gameplay experienced in major MMORPGs. We conducted a user-study where subjects play through the scenario with a varying number of A.I. players unknown to them. Three versions of the scenario were created to assess how indistinguishable human and A.I. players were and vice versa. We found, across 24 participants, there were 32% correct identifications, 30% incorrect identifications, and 38% answers of "I don't know". This was broken down into 20% correct identifications, 42% incorrect identifications, and 38% answers of "I don't know" for bot characters and 46% correct identifications, 16% incorrect identifications, and 38% answers of ``I don't know'' for human characters.
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Hughes, Chelsea M. „A MEASURE OF SOCIAL BEHAVIOR IN TEAM-BASED, MULTIPLAYER ONLINE GAMES: THE SOCIALITY IN MULTIPLAYER ONLINE GAMES SCALE (SMOG)“. VCU Scholars Compass, 2015. http://scholarscompass.vcu.edu/etd/3884.

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Video games have become a new platform for social interaction. I review the sociality of video games and the relationship between virtual- and real-world behaviors. I review and address the pros and cons of methods of measuring social behavior. Finally, I present two studies drawn from internet populations. In Study 1 (N = 250), I develop a scale, The Sociality in Multiplayer Online Games Scale (SMOG), which measures the frequency of social gaming behaviors in team-based, multiplayer online games. I hypothesized these to align on dominance and affiliation dimensions of social interaction (Kiesler, 1982). In Study 2 (N = 104), I conduct a confirmatory factor analysis, which supports a two-factor structure—Destructive and Constructive social behavior, resulting in the SMOG-6. I examine construct validity using measures of dominance and affiliation. Controlling for age, gender, and frequency of game-play, both factors predict dominance. SMOG-Destructive negatively, and SMOG-Constructive positively, predicted affiliation.
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Bahramshahry, Armin. „MCCA : a communication architecture for online multiplayer games“. Thesis, University of British Columbia, 2009. http://hdl.handle.net/2429/12537.

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Over the last decade the ability of the Internet infrastructure to carry traffic has not improved at the same rate as the desktop technology. This imbalance has increased the perceived difference in the quality of service (QoS) offered by online multiplayer games compared to single player games. This thesis introduces MCCA, a communication architecture for online multiplayer games to improve the observed QoS and to lower the development complexity. MCCA takes advantage of online game’s relaxed state consistency and predictable workload. MCCA enables a game to label its traffic as belonging to different classes, each with different priorities and requirements. Such labelling, in turn, enables differentiated traffic management, efficient use of available network resources, and ultimately, improved perceived QoS. In addition, MCCA enables a game to adapt to network conditions, through distributed quality aggregation, for each of the game’s generated network traffic. Consequently, MCCA supports a set of generic group communication and quality estimation techniques, and yet it enables a game to define customized methods. This thesis presents the MCCA architecture and its simulation-based evaluation using Quake III, Voice-Over-IP (VoIP), and file transfers. Experiments demonstrate that workload classification, prioritization, and class targeted QoS improve user experience and lower the generated network traffic, while quality aggregation and reporting enable game adaptation to network conditions.
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Zhang, Kaiwen. „Persistent transaction models for massively multiplayer online games“. Thesis, McGill University, 2010. http://digitool.Library.McGill.CA:80/R/?func=dbin-jump-full&object_id=95121.

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Massively Multiplayer Online Games (MMOGs) can be treated as a database application. Players request actions concurrently to alter the state of objects in the game. Since the world state is the most valuable asset of MMOGs, it is extremely important to ensure its consistency. On the other hand, the defining feature of such games is their capacity to support thousands of clients playing simultaneously, thus requiring scalability. This thesis proposes a solution which leverages typical game semantics and architectures to design scalable transaction models for action handling while maintaining the required levels of consistency. These models vary in their levels of isolation and atomicity and offer different consistency guarantees that are suitable for actions of varying importance and complexity. Action handling protocols are then designed according to those models and optimized for scalability and efficiency. We also present a persistence architecture which is integrated with the transaction models mentioned above. We show how the different consistency guarantees of each transaction model can be maintained by the persistence structure. Concrete actions are then implemented and designed using various transaction models with persistence support. We then evaluate and compare the performance of the various implementations and discuss the trade-off between performance and consistency.
Les jeux en ligne massivement multijoueur (MMOGs) peuvent être considérés comme des applications base de données. Les joueurs initient des actions de façon concurrentielle pour modifier l'état du jeu. Puisque l'état du monde est le plus grand atout des MMOGs, il est extrêmement important d'assurer sa consistance. D'un autre côté, la caractéristique essentielle de ces jeux est leur capacité de supporter plusieurs milliers de clients simultanément, et donc l'habileté de gérer une charge grandissante. Cette thèse propose une solution qui est fondée sur des sémantiques et architectures typiques aux jeux pour concevoir des modèles de transaction extensibles à la charge pour la gestion des actions tout en maintenant les niveaux requis de consistance. Ces modèles varient dans leurs niveaux d'isolation et d'atomicité et offrent donc des garanties de consistance variées qui sont adaptées à des actions d'importance et de complexité différente. Des protocoles de gestion des actions optimisés sont alors conçus selon ces modèles. Nous présentons aussi une architecture pour la gestion de persistance des données qui est intégrée aux modèles de transaction mentionnés ci-dessus. Nous montrons comment les garanties de consistance de chaque modèle sont maintenues par la structure persistante. Des actions concrètes sont alors mises en oeuvre et conçues selon les divers modèles de transaction avec persistance. Nous évaluons et comparons la performance de chacune des implémentations et discutons du compromis entre la performance et la consistance.
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Chen, Bei Di 1978. „Cheat controlled synchronization schemes for online multiplayer games“. Thesis, McGill University, 2004. http://digitool.Library.McGill.CA:80/R/?func=dbin-jump-full&object_id=81270.

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One of the key issues with online multiplayer games is game play fairness. In both centralized and decentralized architectures the ordering of command messages from clients for execution is an important issue that impacts fairness and response time of game play. Recently, a fair-ordered message exchange protocol (FMEP), based on "reaction" times was proposed to order command messages for a client-server model. This thesis presents a cheat controlled protocol (CCP) that can be used to control cheating in the FMEP. We examined the performance of the CCP by emulating wide-area game play scenarios on the Planet-Lab. The results from the experiments indicate that the CCP is able to dramatically reduce the cheating opportunities that exist for clients. On the other hand, for the decentralized (distributed) model, one approach is to follow a "lock step" scheme that prevents any client from acting upon a message until that message is received by all clients. In this thesis, we present a fair synchronization protocol (FSP) that enforces fairness and is more efficient than the lock-step scheme. The basic FSP is susceptible to cheating. Therefore, we added a cheat prevention mechanism as an enhancement. We implemented the enhanced protocol, the Cheat Proof Protocol (CPP), on the Planet-Lab and studied the performance under the same game play scenarios used for the CCP. The results indicate that the CPP is effective in enforcing fairness and cheat prevention.
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Abdulazeez, S. „Dynamic load balancing for massively multiplayer online games“. Thesis, Liverpool John Moores University, 2018. http://researchonline.ljmu.ac.uk/7864/.

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In recent years, there has been an important growth of online gaming. Today’s Massively Multiplayer Online Games (MMOGs) can contain millions of synchronous players scattered across the world and participating with each other within a single shared game. Traditional Client/Server architectures of MMOGs exhibit different problems in scalability, reliability, and latency, as well as the cost of adding new servers when demand is too high. P2P architecture provides considerable support for scalability of MMOGs. It also achieves good response times by supporting direct connections between players. This thesis proposes a novel hybrid Peer-to-Peer architecture for MMOGs and a new dynamic load balancing for massively multiplayer online games (MMOGs) based this hybrid Peer-to-Peer architecture. We have divided the game world space into several regions. Each region in the game world space is controlled and managed by using both a super-peer and a clone-super-peer. The region's super-peer is responsible for distributing the game update among the players inside the region, as well as managing the game communications between the players. However, the clone-super-peer is responsible for controlling the players' migration from one region to another, in addition to be the super-peer of the region when the super-peer leaves the game. In this thesis, we have designed and simulated a static and dynamic Area of Interest Management (AoIM) for MMOGs based on both architectures hybrid P2P and client-server with the possibility of players to move from one region to another. In this thesis also, we have designed and evaluated the static and dynamic load balancing for MMOGs based on hybrid P2P architecture. We have used OPNET Modeler 18.0 to simulate and evaluate the proposed system, especially standard applications, custom applications, TDMA and RX Group. Our dynamic load balancer is responsible for distributing the load among the regions in the game world space. The position of the load balancer is located between the game server and the regions. The results, following extensive experiments, show that low delay and higher traffic communication can be achieved using both of hybrid P2P architecture, static and dynamic AoIM, dynamic load balancing for MMOGs based on hybrid P2P system.
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Bücher zum Thema "Online multiplayer games"

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Online multiplayer games. San Rafael, Calif. (1537 Fourth Street, San Rafael, CA 94901 USA): Morgan & Claypool Publishers, 2010.

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Wizards and warriors: Massively multiplayer online game creation. Boston, MA, USA: Course Technology, 2012.

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Chew, Matthew. Policy implications of massively multiplayer online games for Hong Kong. Hong Kong: Hong Kong Institute of Asia-Pacific Studies, Chinese University of Hong Kong, 2006.

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Play between worlds: Online multiplayer games and contemporary play. Cambridge, Mass: MIT Press, 2006.

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Dille, Ed. The online gaming starter kit: Reviews, how-tos & hot tips for all major multiplayer games. Research Triangle Park, NC: Ventana Communications Group, 1997.

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Inc, ebrary, Hrsg. Flash multiplayer virtual worlds: Build Immersive, full featured interactive worlds for games, online communities, and more. Birmingham, U.K: Packt, 2010.

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Leung, Ka Hing. Multiplayer online game development. Oxford: Oxford Brookes University, 2004.

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Freeman, Guo. Multiplayer Online Games. Routledge, 2018.

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Multiplayer Online Games. A K Peters/CRC Press, 2018. http://dx.doi.org/10.1201/9781315153926.

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Williams, Dimitri, und Adam S. Kahn. Games, Online and off. Herausgegeben von William H. Dutton. Oxford University Press, 2013. http://dx.doi.org/10.1093/oxfordhb/9780199589074.013.0010.

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This chapter, which discusses the evolution of innovative research on game playing in the household and online, such as in studies of massive multiplayer, three-dimensional Internet game environments, demonstrates the need for Internet Studies to deal with the ebbs and flows of the market and the rapid pace of technical change. The video game industry is one of the most profitable and dynamic industries in entertainment. Its future will possibly add a mix of social connectivity and continuing advances in technology as players seek each other as much as they seek games. Casual games are frequently incorporated into pre-existing social networks. Serious games did result in a change in knowledge, opinions, and possible future actions. The research community surrounding games comes from communication, psychology, cultural and critical studies, sociology, and now even business, economics, and computer science.
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Buchteile zum Thema "Online multiplayer games"

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Ferretti, Stefano. „Synchronization in Multiplayer Online Games“. In Handbook of Digital Games, 175–96. Hoboken, NJ, USA: John Wiley & Sons, Inc., 2014. http://dx.doi.org/10.1002/9781118796443.ch7.

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Zhang, Kaiwen. „Transactions in Massively Multiplayer Online Games“. In Encyclopedia of Big Data Technologies, 1712–18. Cham: Springer International Publishing, 2019. http://dx.doi.org/10.1007/978-3-319-77525-8_184.

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Zhang, Kaiwen. „Transactions in Massively Multiplayer Online Games“. In Encyclopedia of Big Data Technologies, 1–7. Cham: Springer International Publishing, 2018. http://dx.doi.org/10.1007/978-3-319-63962-8_184-1.

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Morillo, Pedro, Juan Manuel Orduña und Marcos Fernández. „Workload Characterization in Multiplayer Online Games“. In Computational Science and Its Applications - ICCSA 2006, 490–99. Berlin, Heidelberg: Springer Berlin Heidelberg, 2006. http://dx.doi.org/10.1007/11751540_52.

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Kriegel, Hans-Peter, Matthias Schubert und Andreas Züfle. „Managing and Mining Multiplayer Online Games“. In Advances in Spatial and Temporal Databases, 441–44. Berlin, Heidelberg: Springer Berlin Heidelberg, 2011. http://dx.doi.org/10.1007/978-3-642-22922-0_26.

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Müller, Jens, Rafael Schwerdt und Sergei Gorlatch. „Dynamic Service Provisioning for Multiplayer Online Games“. In Lecture Notes in Computer Science, 461–70. Berlin, Heidelberg: Springer Berlin Heidelberg, 2005. http://dx.doi.org/10.1007/11573937_50.

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Aranda, Gustavo, Tomas Trescak, Marc Esteva, Inmaculada Rodriguez und Carlos Carrascosa. „Massively Multiplayer Online Games Developed with Agents“. In Transactions on Edutainment VII, 129–38. Berlin, Heidelberg: Springer Berlin Heidelberg, 2012. http://dx.doi.org/10.1007/978-3-642-29050-3_12.

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8

Pagel, Max, Heinrich Söbke und Thomas Bröker. „Using Multiplayer Online Games for Teaching Soft Skills in Higher Education“. In Serious Games, 276–90. Cham: Springer International Publishing, 2021. http://dx.doi.org/10.1007/978-3-030-88272-3_20.

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Pagel, Max, Heinrich Söbke und Thomas Bröker. „Using Multiplayer Online Games for Teaching Soft Skills in Higher Education“. In Serious Games, 276–90. Cham: Springer International Publishing, 2021. http://dx.doi.org/10.1007/978-3-030-88272-3_20.

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10

Liu, Zhiqi, Yandi Shen, Junhua Lu, Dingke Kong, Yinyin Chen, Jingxuan He, Shu Liu, Ye Qi und Wei Chen. „Visual Exploration of Virtual Lives in Multiplayer Online Games“. In E-Learning and Games, 3–14. Cham: Springer International Publishing, 2016. http://dx.doi.org/10.1007/978-3-319-40259-8_1.

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Konferenzberichte zum Thema "Online multiplayer games"

1

Palant, Wladimir, Carsten Griwodz und Pål Halvorsen. „Consistency requirements in multiplayer online games“. In 5th ACM SIGCOMM workshop. New York, New York, USA: ACM Press, 2006. http://dx.doi.org/10.1145/1230040.1230061.

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Martens, Marcus, Siqi Shen, Alexandru Iosup und Fernando Kuipers. „Toxicity detection in multiplayer online games“. In 2015 International Workshop on Network and Systems Support for Games (NetGames). IEEE, 2015. http://dx.doi.org/10.1109/netgames.2015.7382991.

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Mehrabi, Meghdad, und Vivian Hsueh-Hua Chen. „Interactivity in massively multiplayer online games“. In the 7th International Conference. New York, New York, USA: ACM Press, 2010. http://dx.doi.org/10.1145/1971630.1971656.

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Zhang, Kaiwen, Bettina Kemme und Alexandre Denault. „Persistence in massively multiplayer online games“. In the 7th ACM SIGCOMM Workshop. New York, New York, USA: ACM Press, 2008. http://dx.doi.org/10.1145/1517494.1517505.

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Meredith, Alex, Mark Griffiths und Monica Whitty. „Identity in massively multiplayer online games“. In the 10th International Conference. New York, New York, USA: ACM Press, 2008. http://dx.doi.org/10.1145/1497308.1497406.

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Steinkuehler, Constance. „Massively multiplayer online games & education“. In the 8th iternational conference. Morristown, NJ, USA: Association for Computational Linguistics, 2007. http://dx.doi.org/10.3115/1599600.1599726.

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Spyridonis, Fotios, Damon Daylamani-Zad und Margarita P. O'Brien. „Efficient In-Game Communication in Collaborative Online Multiplayer Games“. In 2018 10th International Conference on Virtual Worlds and Games for Serious Applications (VS-Games). IEEE, 2018. http://dx.doi.org/10.1109/vs-games.2018.8493420.

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Farlow, Shawn, und Jerry L. Trahan. „Client-server assignment in massively multiplayer online games“. In 2014 Computer Games: AI, Animation, Mobile, Multimedia, Educational and Serious Games (CGAMES). IEEE, 2014. http://dx.doi.org/10.1109/cgames.2014.6934147.

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Lee, Sang-Kwang, Seung-Jin Hong und Seong-Il Yang. „Predicting Game Outcome in Multiplayer Online Battle Arena Games“. In 2020 International Conference on Information and Communication Technology Convergence (ICTC). IEEE, 2020. http://dx.doi.org/10.1109/ictc49870.2020.9289254.

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Lu, Fengyun, Simon Parkin und Graham Morgan. „Load balancing for massively multiplayer online games“. In 5th ACM SIGCOMM workshop. New York, New York, USA: ACM Press, 2006. http://dx.doi.org/10.1145/1230040.1230064.

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Berichte der Organisationen zum Thema "Online multiplayer games"

1

McCracken, Arienne. Exploring the uses and importance of avatar dress in a multiplayer online game: A qualitative study of women gamers. Ames: Iowa State University, Digital Repository, November 2015. http://dx.doi.org/10.31274/itaa_proceedings-180814-1165.

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2

Landwehr, Peter M. A Collection of Economic and Social Data from Glitch, a Massively Multiplayer Online Game. Fort Belvoir, VA: Defense Technical Information Center, März 2013. http://dx.doi.org/10.21236/ada586978.

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