Real time groupware as a distributed system: concurrency control and its effect on the interface
CSCW '94 Proceedings of the 1994 ACM conference on Computer supported cooperative work
Timewarp: techniques for autonomous collaboration
Proceedings of the ACM SIGCHI Conference on Human factors in computing systems
Designing the User Interface: Strategies for Effective Human-Computer Interaction
Designing the User Interface: Strategies for Effective Human-Computer Interaction
On the suitability of dead reckoning schemes for games
NetGames '02 Proceedings of the 1st workshop on Network and system support for games
Grouping in collaborative graphical editors
CSCW '04 Proceedings of the 2004 ACM conference on Computer supported cooperative work
Specifying temporal behaviour in software architectures for groupware systems
DSV-IS'00 Proceedings of the 7th international conference on Design, specification, and verification of interactive systems
A calculus for the refinement and evolution of multi-user mobile applications
DSVIS'05 Proceedings of the 12th international conference on Interactive Systems: design, specification, and verification
Beyond the lan: techniques from network games for improving groupware performance
Proceedings of the 2007 international ACM conference on Supporting group work
Synchronization medium: a consistency maintenance component for mobile multiplayer games
Proceedings of the 6th ACM SIGCOMM workshop on Network and system support for games
Mammoth: a massively multiplayer game research framework
Proceedings of the 4th International Conference on Foundations of Digital Games
Fiia: user-centered development of adaptive groupware systems
Proceedings of the 1st ACM SIGCHI symposium on Engineering interactive computing systems
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Consistency maintenance of replicated data in multiplayer games is a challenging issue due to the performance constraints of real-time interactive applications. We present an approach which separates game logic from consistency maintenance code through the use of reusable, plug-replaceable concurrency control and consistency maintenance (CCCM) modules. Using plug-replaceable consistency maintenance strategies also permits rapid comparisons of multiple approaches, which facilitates experimentation. We conduct a case study to illustrate how multiple consistency maintenance strategies can be applied without changing the original game code.