Lag as a determinant of human performance in interactive systems
CHI '93 Proceedings of the INTERACT '93 and CHI '93 Conference on Human Factors in Computing Systems
Modelling user behaviour in networked games
MULTIMEDIA '01 Proceedings of the ninth ACM international conference on Multimedia
Provisioning on-line games: a traffic analysis of a busy counter-strike server
Proceedings of the 2nd ACM SIGCOMM Workshop on Internet measurment
Latency and User Behaviour on a Multiplayer Game Server
NGC '01 Proceedings of the Third International COST264 Workshop on Networked Group Communication
A geographic redirection service for on-line games
MULTIMEDIA '03 Proceedings of the eleventh ACM international conference on Multimedia
A traffic characterization of popular on-line games
IEEE/ACM Transactions on Networking (TON)
Networked game mobility model for first-person-shooter games
NetGames '05 Proceedings of 4th ACM SIGCOMM workshop on Network and system support for games
FreeRank: implementing independent ranking service for multiplayer online games
NetGames '05 Proceedings of 4th ACM SIGCOMM workshop on Network and system support for games
Dissecting server-discovery traffic patterns generated by multiplayer first person shooter games
NetGames '05 Proceedings of 4th ACM SIGCOMM workshop on Network and system support for games
IBM Systems Journal
A two-phase approach to interactivity enhancement for large-scale distributed virtual environments
Computer Networks: The International Journal of Computer and Telecommunications Networking
Network-Aware Server Placement for Highly Interactive Distributed Virtual Environments
DS-RT '08 Proceedings of the 2008 12th IEEE/ACM International Symposium on Distributed Simulation and Real-Time Applications
Discovering First Person Shooter game servers online: techniques and challenges
International Journal of Advanced Media and Communication
Latency reduction by dynamic core selection and partial migration of game state
Proceedings of the 7th ACM SIGCOMM Workshop on Network and System Support for Games
Efficient Zone Mapping Algorithms for Distributed Virtual Environments
PADS '09 Proceedings of the 2009 ACM/IEEE/SCS 23rd Workshop on Principles of Advanced and Distributed Simulation
The partial migration of game state and dynamic server selection to reduce latency
Multimedia Tools and Applications
Application performance metrics for evaluating delay estimation schemes
APCC'09 Proceedings of the 15th Asia-Pacific conference on Communications
Proceedings of the 8th Annual Workshop on Network and Systems Support for Games
Reducing game latency by migration, core-selection and TCP modifications
International Journal of Advanced Media and Communication
Efficient client-to-server assignments for distributed virtual environments
IPDPS'06 Proceedings of the 20th international conference on Parallel and distributed processing
Multi-objective zone mapping in large-scale distributed virtual environments
Journal of Network and Computer Applications
IEEE/ACM Transactions on Networking (TON)
Deploying a massively multiplayer online game with a low-latency server infrastructure
Information Technology and Management
QoS-Aware Server Provisioning for Large-Scale Distributed Virtual Environments
PADS '10 Proceedings of the 2010 IEEE Workshop on Principles of Advanced and Distributed Simulation
REED: Optimizing first person shooter game server discovery using network coordinates
ACM Transactions on Multimedia Computing, Communications, and Applications (TOMCCAP)
Branded with a scarlet "C": cheaters in a gaming social network
Proceedings of the 21st international conference on World Wide Web
Watch me playing, i am a professional: a first study on video game live streaming
Proceedings of the 21st international conference companion on World Wide Web
Hi-index | 0.01 |
With a shift in the on-line gaming landscape from individually hosted game servers, to gaming services centrally hosted by game publishers, game console manufacturers, and third-party infrastructure providers, it is becoming increasingly important to understand the geographic distribution of current game servers and players. Much like content-distribution networks are key in improving user web experience, game server placement is key in improving game player experience. This paper explores the current geographic distribution of a global set of servers for several popular on-line games as well as the geographic distribution of a set of players for a particular on-line game server. Our results quantify the breakup of current game servers across continents and show, quite suprisingly, that players do not necessarily migrate to servers that are geographically close.