A service platform for on-line games
NetGames '03 Proceedings of the 2nd workshop on Network and system support for games
Implementation of a service platform for online games
Proceedings of 3rd ACM SIGCOMM workshop on Network and system support for games
A cheat controlled protocol for centralized online multiplayer games
Proceedings of 3rd ACM SIGCOMM workshop on Network and system support for games
Towards Situation-Aware Cross-Platform Ubi-Game Development
APSEC '04 Proceedings of the 11th Asia-Pacific Software Engineering Conference
GASP: un intergiciel pour les jeux en réseaux multijoueurs sur téléphones mobiles
UbiMob '05 Proceedings of the 2nd French-speaking conference on Mobility and ubiquity computing
Game space design foundations for trans-reality games
Proceedings of the 2005 ACM SIGCHI International Conference on Advances in computer entertainment technology
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This paper presents a particular view for future Networked Multiplayer Games. These applications will include features from pervasive computing, allowing players to enjoy them using different devices, such as PDAs and Mobile Phones, almost anywhere, anytime. These games demand player's playability to be adapted according to context information, such as player's location and device. In this document, we call these applications Pervasive Multiplayer Multiplatform Games (PM2G). We present scenarios that show intended characteristics for these games. From these scenarios, we developed two models, an Application Model and an Usage Model. The former introduces specific PM2G concepts. The latter guide the players' interaction. Finally, we specify six services that aims at allowing PM2G's development and deployment.