Proceedings of the tenth annual conference on Object-oriented programming systems, languages, and applications
A Metaobject Architecture for Fault-Tolerant Distributed Systems: The FRIENDS Approach
IEEE Transactions on Computers
The implementation of procedurally reflective languages
LFP '84 Proceedings of the 1984 ACM Symposium on LISP and functional programming
An Architecture for Distributed Applications on the Internet: Overview of Microsoft's .NET Platform
IPDPS '03 Proceedings of the 17th International Symposium on Parallel and Distributed Processing
The role of structural reflection in distributed Virtual Reality
Proceedings of the ACM symposium on Virtual reality software and technology
Interest management middleware for networked games
Proceedings of the 2005 symposium on Interactive 3D graphics and games
On demand platform for online games
IBM Systems Journal
Rules, gameplay, and narratives in video games
Simulation and Gaming
Testing social theories in computer-mediated communication through gaming and simulation
Simulation and Gaming - Symposium: Artifact assessment versus theory testing
Load balancing for massively multiplayer online games
NetGames '06 Proceedings of 5th ACM SIGCOMM workshop on Network and system support for games
Adapting COTS games for military experimentation
Simulation and Gaming - Symposium: virtual reality simulation
Extending Tcl for dynamic object-oriented programming
TCLTK '98 Proceedings of the 3rd Annual USENIX Workshop on Tcl/Tk - Volume 3
The Brave New World of Multiplayer Online Games: Synchronization Issues with Smart Solutions
ISORC '08 Proceedings of the 2008 11th IEEE Symposium on Object Oriented Real-Time Distributed Computing
Push-Pull Interest Management for Virtual Worlds
ISORC '08 Proceedings of the 2008 11th IEEE Symposium on Object Oriented Real-Time Distributed Computing
Scaling in Games & Virtual Worlds
Queue - Game Development
Queue - Game Development
Advances in Games Technology: Software, Models, and Intelligence
Simulation and Gaming
The Gaming of Policy and the Politics of Gaming: A Review
Simulation and Gaming
Advances in Games Technology: Software, Models, and Intelligence
Simulation and Gaming
Applying Cellular Automata and DEVS Methodologies to Digital Games: A Survey
Simulation and Gaming
Serious Games, Debriefing, and Simulation/Gaming as a Discipline
Simulation and Gaming
Interoperability standards for pervasive games
Proceedings of the 1st International Workshop on Games and Software Engineering
Simulation and Gaming
Hi-index | 0.00 |
The focus of this article is to determine how the engineering practices common in online game development may be approached differently to promote more diverse online gaming scenarios. The technical difficulties in providing online gaming are not trivial, requiring substantially larger budgets compared with their non-online counterparts: Commercial failure of an online game could be costly. Therefore, when considering alternate engineering approaches, those that appear tried and tested in other domains, and hence may be lower-cost solutions, are considered.