On the impact of delay on real-time multiplayer games
NOSSDAV '02 Proceedings of the 12th international workshop on Network and operating systems support for digital audio and video
A geographic redirection service for on-line games
MULTIMEDIA '03 Proceedings of the eleventh ACM international conference on Multimedia
The effect of latency on user performance in Warcraft III
NetGames '03 Proceedings of the 2nd workshop on Network and system support for games
The effects of latency on online madden NFL football
NOSSDAV '04 Proceedings of the 14th international workshop on Network and operating systems support for digital audio and video
The effects of loss and latency on user performance in unreal tournament 2003®
Proceedings of 3rd ACM SIGCOMM workshop on Network and system support for games
Improving application layer latency for reliable thin-stream game traffic
Proceedings of the 7th ACM SIGCOMM Workshop on Network and System Support for Games
Measurement and estimation of network QoS among peer Xbox 360 game players
PAM'08 Proceedings of the 9th international conference on Passive and active network measurement
802.11 Wireless LAN multiplayer game capacity and optimization
Proceedings of the 8th Annual Workshop on Network and Systems Support for Games
Optimisation of capacity in various 802.11 gaming scenarios
International Journal of Advanced Media and Communication
Switchboard: a matchmaking system for multiplayer mobile games
MobiSys '11 Proceedings of the 9th international conference on Mobile systems, applications, and services
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The increase in power and connectivity of computers has enabled a growth in network games, with many games having numerous servers to which a player can connect. The game server selected influences the game play, both by impacting the game type and map choice as well as the connection latency and server performance. Often, geographically spread-out friends, family and clan members want to play together on a centrally-located game server with good performance. Unfortunately, current game server selection tools only consider the perspective of a single client, with multiple players left to coordinate their game server selection manually through an out-of-band means, such as telephone or online chat. This manual server coordination process is time-consuming, at best, and error-prone, at worst, often resulting in the selection of a poorly performing game server. This paper presents an architecture that allows geographically dispersed players that want to play together to select the best game server for their shared game play. Implementation details of a working system based on the architecture are presented, including a preliminary evaluation illustrating the system's effectiveness.