Concurrency control and recovery in database systems
Concurrency control and recovery in database systems
Mercury: a scalable publish-subscribe system for internet games
NetGames '02 Proceedings of the 1st workshop on Network and system support for games
A communication architecture for massive multiplayer games
NetGames '02 Proceedings of the 1st workshop on Network and system support for games
VRAIS '95 Proceedings of the Virtual Reality Annual International Symposium (VRAIS'95)
Supporting Flexible Collaborative Distance Learning in the CURE Platform
HICSS '04 Proceedings of the Proceedings of the 37th Annual Hawaii International Conference on System Sciences (HICSS'04) - Track 1 - Volume 1
Low latency and cheat-proof event ordering for peer-to-peer games
NOSSDAV '04 Proceedings of the 14th international workshop on Network and operating systems support for digital audio and video
Addressing cheating in distributed MMOGs
NetGames '05 Proceedings of 4th ACM SIGCOMM workshop on Network and system support for games
Virtual wealth protection through virtual money exchange
Electronic Commerce Research and Applications
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Virtual environments and online games are becoming a major market force. At the same time, the virtual property contained in these environments is being traded for real money and thus attains a real value. Although the legal issues involved with this virtual property have not yet been decided, they will have to be soon. To protect virtual property, virtual environment systems will have to conform to certain requirements. We analyze what these requirements are in order to either prevent cheating or at least prove a digital offense has transpired. Along with greater security, this will also reduce the cost of support, which is one of the major cost factors for online games.