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
Feedback, latency, accuracy: exploring tradeoffs in location-aware gaming
Proceedings of 3rd ACM SIGCOMM workshop on Network and system support for games
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
Latency and player actions in online games
Communications of the ACM - Entertainment networking
Authority assignment in distributed multi-player proxy-based games
NetGames '06 Proceedings of 5th ACM SIGCOMM workshop on Network and system support for games
Massively multiplayer online role-playing games: the past, present, and future
Computers in Entertainment (CIE) - Theoretical and Practical Computer Applications in Entertainment
A long-term study of a popular MMORPG
Proceedings of the 6th ACM SIGCOMM workshop on Network and system support for games
Improving end-to-end quality-of-service in online multi-player wireless gaming networks
Computer Communications
Performance analysis of game world partitioning methods for multiplayer mobile gaming
Proceedings of the 7th ACM SIGCOMM Workshop on Network and System Support for Games
MMORPG Player actions: Network performance, session patterns and latency requirements analysis
Multimedia Tools and Applications
On the impacts of human interactions in MMORPG traffic
Multimedia Tools and Applications
POGGI: Puzzle-Based Online Games on Grid Infrastructures
Euro-Par '09 Proceedings of the 15th International Euro-Par Conference on Parallel Processing
Latency can kill: precision and deadline in online games
MMSys '10 Proceedings of the first annual ACM SIGMM conference on Multimedia systems
On using Content Delivery Networks to improve MOG performance
International Journal of Advanced Media and Communication
Proceedings of the 20th international workshop on Network and operating systems support for digital audio and video
Networked Graphics: Building Networked Games and Virtual Environments
Networked Graphics: Building Networked Games and Virtual Environments
Offloading AI for peer-to-peer games with dead reckoning
IPTPS'09 Proceedings of the 8th international conference on Peer-to-peer systems
A measurement study regarding quality of service and its impact on multiplayer online games
Proceedings of the 9th Annual Workshop on Network and Systems Support for Games
Towards understanding user tolerance to network latency in zoomable video streaming
MM '11 Proceedings of the 19th ACM international conference on Multimedia
Dynamic service placement in shared service hosting infrastructures
NETWORKING'10 Proceedings of the 9th IFIP TC 6 international conference on Networking
Methods and network architecture for modifying extensible virtual environment to support mobility
Proceedings of the 15th International Academic MindTrek Conference: Envisioning Future Media Environments
Cloud mobile gaming: modeling and measuring user experience in mobile wireless networks
ACM SIGMOBILE Mobile Computing and Communications Review
How responsiveness affects players' perception in digital games
Proceedings of the ACM Symposium on Applied Perception
The effects of network loads and latency in multiplayer online games
ICEC'07 Proceedings of the 6th international conference on Entertainment Computing
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Networked games are becoming more and more important in the last years. One of the current game evolutions is creating massive virtual environments, so called MMORPGs (massive multiplayer online role-playing games). Those game types exist for more than 10 years, but the market and the number of products grew incredibly strong in the last two years.With such an evolution comes the need for new techniques to cope with special problem fields such as effects of latency with 200 and more players. Thus understanding and pointing out the new problem fields will help to design fitting solutions for expansions like a mobile MMORPG version.This paper will give a brief introduction into the MMORPG history. Furthermore it will evaluate certain latency problems in a field study of Everquest2, referring to the previous work at "Overviewing Scientific Research for (Mobile) Gaming" and point out possibilities to design MMO(RP)Gs in a mobile content.