• 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