A traffic model for the Xbox game Halo 2
NOSSDAV '05 Proceedings of the international workshop on Network and operating systems support for digital audio and video
A synthetic traffic model for Quake3
Proceedings of the 2004 ACM SIGCHI International Conference on Advances in computer entertainment technology
On the 802.11 turbulence of nintendo DS and sony PSP hand-held network games
NetGames '05 Proceedings of 4th ACM SIGCOMM workshop on Network and system support for games
Traffic characteristics of a massively multi-player online role playing game
NetGames '05 Proceedings of 4th ACM SIGCOMM workshop on Network and system support for games
Analysis of multi-player online game traffic based on self-similarity
NetGames '06 Proceedings of 5th ACM SIGCOMM workshop on Network and system support for games
The effect of latency on user performance in real-time strategy games
Computer Networks: The International Journal of Computer and Telecommunications Networking - Special issue: Networking issues in entertainment computing
Understanding congestion in IEEE 802.11b wireless networks
IMC '05 Proceedings of the 5th ACM SIGCOMM conference on Internet Measurement
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Nintendo DS handheld game units are popular. They are capable of wireless game play using IEEE 802.11 networks. In this paper, we investigated the local Nintendo wireless game traffic and the effect of this game traffic on other wireless users. We analyzed the wireless traffic generated by up to six players for a number of different games. Our analysis showed that the local wireless traffic differed significantly from wide-area wireless traffic for the same games and hardware. The bit rates used made the small game packets appear large to higher speed networks that shared the wireless channel. Also, Nintendo used a point coordination function (PCF) to arbitrate channel access for local games. Ideally, the contention free slots provided by PCF can provide better quality of service for the game traffic. However, this added extra overhead for the coordination traffic, about 98% of polls for Pictochat produced no game data. Also, this PCF coordination packets were unaware of the coexistence of distributed coordination function (DCF) traffic from typical wireless access points; catastrophically interfering with the wireless traffic of other wireless LAN users.