DocumentCode
2254179
Title
A network architecture for multiuser networked games on demand
Author
Bangun, Ricky A. ; Beadle, H.W.P.
Author_Institution
Dept. of Electr. & Comput. Eng., Wollongong Univ., NSW, Australia
Volume
3
fYear
1997
fDate
9-12 Sep 1997
Firstpage
1815
Abstract
Computer games are a multi-billion dollar a year industry in Japan alone. Multiplayer networked games are a small but growing segment of that market whose importance will increase as high bandwidth networks are deployed domestically through ADSL and cable-modem technology. We examine the software and network architectures of current multiplayer networked games, and identify the problems associated with them. We then propose a new model called multiplayer games on demand that better suits the capabilities of emerging networks. We conclude by evaluating the potential advantages and disadvantages of such a system
Keywords
computer games; computer networks; entertainment; interactive systems; multi-access systems; network topology; ADSL; cable-modem; computer games; high bandwidth networks; multiplayer networked games; multiuser networked games on demand; network architecture; software architectures; Computer architecture; Computer industry; Computer networks; Costs; Delay; Electronic mail; IP networks; Military computing; Scalability; Toy industry;
fLanguage
English
Publisher
ieee
Conference_Titel
Information, Communications and Signal Processing, 1997. ICICS., Proceedings of 1997 International Conference on
Print_ISBN
0-7803-3676-3
Type
conf
DOI
10.1109/ICICS.1997.652309
Filename
652309
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