The need for real time consistency management in P2P mobile gaming environments

  • Authors:
  • Duncan J. McCaffery;Joe Finney

  • Affiliations:
  • Lancaster University, Lancaster, U.K.;Lancaster University, Lancaster, U.K.

  • Venue:
  • Proceedings of the 2004 ACM SIGCHI International Conference on Advances in computer entertainment technology
  • Year:
  • 2004

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Abstract

The introduction of more powerful, feature rich, portable handsets is enabling more engaging mobile multimedia entertainment. Improvements in wireless technology infrastructure are enabling access to ubiquitous, always-on data networks. We believe that based on the popularity of multiplayer games over IP networks, there will be significant demand for mobile multiplayer games. Based upon our early trials, we also believe that the current trend for using centralised client/server models will not offer the most suitable architecture to enable them. To support our research we have built a novel augmented reality real time game as a requirements gatherer for gaming in a wireless environment. In this paper we indicate why a centralised approach will not be suitable for real-time interactions. As an alternative we propose a decentralised approach which includes support for consistency and interest management over heterogeneous networked wireless environments.