Modelling user behaviour in networked games
MULTIMEDIA '01 Proceedings of the ninth ACM international conference on Multimedia
Network game traffic modelling
NetGames '02 Proceedings of the 1st workshop on Network and system support for games
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Proceedings of the 2nd ACM SIGCOMM Workshop on Internet measurment
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NetGames '03 Proceedings of the 2nd workshop on Network and system support for games
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Multimedia Tools and Applications
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NOSSDAV '05 Proceedings of the international workshop on Network and operating systems support for digital audio and video
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Proceedings of the 2004 ACM SIGCHI International Conference on Advances in computer entertainment technology
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HOT-P2P '05 Proceedings of the Second International Workshop on Hot Topics in Peer-to-Peer Systems
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NetGames '05 Proceedings of 4th ACM SIGCOMM workshop on Network and system support for games
Game traffic analysis: an MMORPG perspective
Computer Networks: The International Journal of Computer and Telecommunications Networking
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Proceedings of the 6th ACM SIGCOMM workshop on Network and system support for games
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CoNEXT '06 Proceedings of the 2006 ACM CoNEXT conference
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Computer Networks: The International Journal of Computer and Telecommunications Networking
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ICC'09 Proceedings of the 2009 IEEE international conference on Communications
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Proceedings of the 8th Annual Workshop on Network and Systems Support for Games
Research note: Source models of network game traffic
Computer Communications
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Recent online games exert increasing impact on network traffic. While considerable research efforts have been placed on the study of game network traffic, most studies examine either only a small sample of games or games within a specific genre. This paper aims to utilize extensive resources of all notable research studies on online game traffic published over the last decade, and obtain a critical understanding of traffic pattern from game genre perspective. A general classification will be given according to game genres in order to highlight the characteristics pertaining to different game types. Network traffic studies for various game genres will be analyzed individually in the packet level, i.e. interarrival time and packet size. Having highlighted the current research gaps on game network traffic study, this paper will also provide suggestions on areas worthy of future research. The research outcomes from previous studies, despite having some minor discrepancies, have evidenced major commonalities that offer consistent perspectives of online game traffic. These results can be correlated as a guide for general traffic modeling for each game genre that depicts the characteristics of network traffic trends.