Game traffic analysis: an MMORPG perspective
NOSSDAV '05 Proceedings of the international workshop on Network and operating systems support for digital audio and video
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
Evaluation of VoIP quality over WiBro
PAM'08 Proceedings of the 9th international conference on Passive and active network measurement
Unveiling the bittorrent performance in mobile WiMAX networks
PAM'11 Proceedings of the 12th international conference on Passive and active measurement
Review: Packet-level traffic analysis of online games from the genre characteristics perspective
Journal of Network and Computer Applications
Methods and network architecture for modifying extensible virtual environment to support mobility
Proceedings of the 15th International Academic MindTrek Conference: Envisioning Future Media Environments
Peer-to-peer architectures for massively multiplayer online games: A Survey
ACM Computing Surveys (CSUR)
Hi-index | 0.00 |
Online games have been played mainly over wired networks due to high speed links and capable desktop computers. The advances in mobile devices and ever increasing wireless link bandwidth motivate us to study whether players can enjoy online gaming over broadband wireless networks such as mobile WiMAX networks. In this paper we carry out the World of Warcraft (WoW) measurements via the mobile WiMAX networks and analysis the performance. We focus on two aspects: (1) application level packet dynamics such as RTT and jitter; (2) WiMAX link level statistics such as wireless link quality and handovers. We measure various scenarios for comprehensive analysis of WoW traffic and WiMAX link-layer characteristics. Finally we discuss how to improve the service quality of WiMAX online gaming.