• DocumentCode
    132110
  • Title

    Multi-player gaming in public transport crowd: Opportunities and challenges

  • Author

    Pushp, Saumay ; Liu, Chi Harold ; Fangming Liu ; Junehwa Song

  • Author_Institution
    KAIST, Daejeon, South Korea
  • fYear
    2014
  • fDate
    6-8 March 2014
  • Firstpage
    331
  • Lastpage
    336
  • Abstract
    Smart devices are supporting emerging types of location-based gaming applications to attain collaborations among collocated users in public places like transports. However, they are facing many challenges like the timely performance of back-end game servers for runtime game operation, unreliable cellular network connections, and opportunistic and dynamic local environment. To address these limitations, in this paper, we propose “CrowdMoG”, a Crowd based Mobile Gaming platform, to identify and match the nearby passengers on the move according to their associated gaming preferences, and provides the smooth session handoff to enable the continuity of existing game plays when participants leave the game due to different mobility patterns. We therefore describe the potential, along with challenges and opportunities that open up the new dimension for the entire research community to redesign and examine a tradition problem, fundamentally transforming it into a new era of mobile gaming experience.
  • Keywords
    computer games; mobile computing; mobility management (mobile radio); CrowdMoG; back-end game servers; crowd based mobile gaming platform; location-based gaming applications; multiplayer gaming; public transport crowd; runtime game operation; smart devices; unreliable cellular network connections; Feature extraction; Games; Internet; Mobile communication; Performance evaluation; Protocols; Runtime;
  • fLanguage
    English
  • Publisher
    ieee
  • Conference_Titel
    Internet of Things (WF-IoT), 2014 IEEE World Forum on
  • Conference_Location
    Seoul
  • Type

    conf

  • DOI
    10.1109/WF-IoT.2014.6803183
  • Filename
    6803183