Analysis of state exposure control to prevent cheating in online games
NOSSDAV '04 Proceedings of the 14th international workshop on Network and operating systems support for digital audio and video
Proceedings of 3rd ACM SIGCOMM workshop on Network and system support for games
Mitigating information exposure to cheaters in real-time strategy games
NOSSDAV '05 Proceedings of the international workshop on Network and operating systems support for digital audio and video
The life and death of online gaming communities: a look at guilds in world of warcraft
Proceedings of the SIGCHI Conference on Human Factors in Computing Systems
Virtual context based services for support of interaction in virtual worlds
Proceedings of the 6th ACM SIGCOMM workshop on Network and system support for games
Context-Aware Computing Applications
WMCSA '94 Proceedings of the 1994 First Workshop on Mobile Computing Systems and Applications
Dynamic voice communication support for multiplayer online games
Proceedings of the 7th ACM SIGCOMM Workshop on Network and System Support for Games
Building community and collaboration applications for MMOGs
International Journal of Computer Games Technology
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In the future of Massively Multiuser Online Gaming new improvements and innovations are needed. With demands of gamers for support and involvement, increasing new approaches are required in order to enhance community participation and increase the gaming experience. Using the concept of Virtual Context Based Services we have developed a novel approach to solve these challenges. Our concept enables information exchange game and genre independent by using the VCBS middleware. With the eXtensible game description language (xgdl) we propose a standardized way to describe the virtual context of a gamer. VCBS is an interface between games and other internet applications, which involves game communities and supports gamers.