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An online game is a video game played over some form of computer network
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I. INTRODUCTION Multiplayer network games have become increasingly popular over the past decade and their popularity continues to grow as more vendors release this genre of games over social media or as expansions to single-player games. A very prominent category of multiplayer games is the so-called Massively Multiplayer Online Games (MMOGs), which allow a large number of players to play within a virtual world. Successful examples are World of Warcraft [1], Eve Online [2] and Lord of the Rings Online [3]. The idea behind most MMOGs is that of a large virtual world, consisting of thousands of players at any given time, which allows for player interaction and story lines in order to fulfill a quest. In many cases, these quests are designed to be difficult for a single player to undertake, thus forcing players to form groups and solve them together. Online games present quite different challenges to other distributed application domains (e.g., ecommerce). However, the basic problems remain of gaining scalability and ensuring correctness of execution [4]. The most common model used by the majority of vendors of MMOGs is the server-client model. In this model, the clients i.e. the players connect to the server and send data to it. The server in-turn processes all the requests it receives from the clients and broadcasts the results that occur in the game world back to clients. As the number of clients grows, scalability is achieved by employing server clusters. In addition to broadcasting results, the server is also responsible for: managing player positions in the virtual world, manage the AI and non-player characters in the world, and securely save each player’s characters and their traits. An optional model being widely propose... ... middle of paper ... ...y multiplayer games. [11] S. Rieche, M. Fouquet, H. Niedermayer, L. Petrak, K. Wehrle, and G. Carle. Peer-to-peer- based Infrastructure Support for Massively Multiplayer Online Games. 2006. [12] MiMaze. www-sop.inria.fr/rodeo/MiMaze/ [13] C. GauthierDickey, D. Zappala, V. Lo, and J. Marr. Low latency and cheat-proof event ordering for peer-to-peer games. 2004. [14] B. Knuttson, H. Lu, W.Xu, and B. Hopkins. Peer-to-peer support for massively multiplayer games. 2004. [15] A. Rowstron, and P. Druschel. Pastry: Scalable, distributed object location and routing for large-scale peer-to-peer systems. 2001. [16] M. Castro, P. Druschel, A.-M. Kermarrec, and A. Rowstron. Scribe: A large-scale and decentralized application-level multicast infrastructure. 2002. [17] S. Ratnasamy, P. Francis, M. Handley, R. Karp, and S. Shenker. A Scalable Content-Addressable Network. 2001.
Ø Greater Baltimore Committee (1997, February) GBC report on gaming: executive summary. Retrieved April 14, 2004, from http://www.gbc.org/reports/gaming/html
The internet works on the basis that some computers act as ‘servers’. These computers offer services for other computers that are accessing or requesting information, these are known as ‘clients’. The term “server” may refer to both the hardware and software (the entire computer system) or just the software that performs the service. For example, Web server may refer to the Web server software in a computer that also runs other applications or it may refer to the computer system dedicated only to the Web server applicant. For example, a large Web site could have several dedicated Web servers or one very large Web server.
CanGo is an experienced company within the internet industry, books, videos and CD’s have proven well with consistent growth. In relation to CanGo’s fast growth, their motivation to expand and diversify into the online gaming industry would improve the company’s overall business opportunity. According to Park Associates (2010) their research has shown a steady growth of invested time playing online games through several media’s. This increase would support CanGo’s venture in the online gaming industry. Other companies are already operating successfully within the online gaming industry. CanGo’s competitive analysis will be needed to determine their strengths and weaknesses against their competitors. This analysis will assist CanGo on determining their best business strategies to become a large competitor in the industry. We at Reliable Consulting Inc. have researched three strong competitors within the industry Cango currently operates along with their future expansion of online gaming. Those three major competitors are Amazon, XBOX and STEAM, they all have established similar products in the industry that CanGo has interest in.
center with the pool tables and a line of arcades in front of me. At least nine to twelve players are gathered around 2 gaming arcade machines in front of me. The two main popular ones that are of interest would be the Street Fighter 3rd Strike and the Marvel vs Capcom 2 machines. The gamers are heavily immerse in watching the players and cheering them on. I am observing four players playing on two separate machines. The two players who are on MVC2 are wearing both hooded jackets and baggy jeans with tennis shoes. It seems they were here for quite a while. Backpacks are off to the side of the machines or lying around randomly near them on the ground and some half eaten snacks can be seen on the tables nearby. A quick glance around allowed me to take in the surroundings. There are three pool table games in session occupied by two to four players per table. Three girls are having a drink to the table directly adjacent from my stool across the room. My location is near enough from the arcade machines to allow me to easily view the players and note all of what is going on and far enough to remain hidden and unsuspected of recording the scene. I am recording with my Nokia N95 with Carl Zeiss optics 5 mega pixel lens with creative sounds voice amp. I am wearing a zip up hooded jacket and some baggy cargo pants with a pair of vans allowing me to easily blend in as a normal spectator. Soon after, there are at least six to seven guys spectators for the four players. And also noted at ten minute intervals, the losers rotates out with one of the players lining up to be the new challenger of the victorious. The guys seem to be much louder and animate on the MVC2 ...
Sending data through the internet efficiently has always posed many problems. The two major technologies used, Ethernet and Asynchronous Transfer Mode (ATM), have done an admirable job of porting data, voice and video from one point to another. However, they both fall short in differing areas; neither has been able to present the "complete" package to become the single, dominant player in the internet market. They both have dominant areas they cover. Ethernet has dominated the LAN side, while ATM covers the WAN (backbone). This paper will compare the two technologies and determine which has a hand-up in the data trafficking world.
There may be a number of bidders who are interested to get a particular product. So, you must use your bids wisely. This online game is psychological in nature, and it is important that you outsmart your competitors. You must be able to bid for an item at a price that you think they will not go over, while keeping the final price at the lowest possible range. Remember, you will be paying for the final cost of the products in addition to your bids.
Roger Dingledine, Nick Mathewson, Paul Syverson. Tor: The Second-Generation Onion Router. Washington DC: Naval Research Lab, 2004.
The traditional way of socializing limits our ability to meet other people around the world. Virtual interactions offers a more possible means to communicate in today's society. Furthermore, the growth of the video game community such as in the genre of MMORPG (Massive Multiplayer Online Role Playing Games) allows for a high level medium that enable individuals to create small factions and perform social interactions. According to Bishop, "The existence of such communities is often brought about by people who share similar goals, beliefs or values, with such commonality forming the basis of an agreement to form and sustain a virtual existence" (1). Having shared similar goals...
- Multiplayer games test your technique with extreme 2 player fights. Safeguard your base and also battle to be the most effective fighter! - Real time approach battle difficulties you to consistently remain one action in advance of your opponent. PARTNERSHIP BUILDING - FORGE STRATEGIC ALLIANCES. - Online multiplayer allows you develop an Alliance, and also unite versus adversary franchise business for effective incentives!
Arabdho Majumder December 8, 2014 Gonzalez 3rd Book Report: Gaming the World Introduction In recent decades sports has started to become globalized and this has affected politics and culture. This book looks at the different effects of sports around the world in a globalized manner and in a local manner. The book also focuses on how the globalization of sports has resulted in more people being attracted to it and how it has opened new doors to get in. Sports also gives an opportunity for people to set aside their differences to create a “cultural cosmopolitan.”
Peer-to-peer is a communications model in which each party has the same capabilities and either party can initiate a communication session. Other models with which it might be contrasted include the client/server model and the master/slave model. In some cases, peer-to-peer communications is implemented by giving each communication node both server and client capabilities. In recent usage, peer-to-peer has come to describe applications in which users can use the Internet to exchange files with each other directly or through a mediating server.
Take a look around, it may not seem immediately clear but the world of gambling has changed. The fresh-faced digital realm has replaced the once stodgy and unwelcoming land based casinos of the world. These new online casinos have revolutionised the way people play through several key factors. One of those key reasons is the innovation and continual development of the online slots genre. Looking at online slots in more detail, here are five reasons as to why you should play them online rather than visit a land-based casino.
Groups can be made up of different individuals that are coming together to accomplish a specific
Video games are commonly known as games that you play for fun or as a hobby, but what if this fun could turn into your profession. Most video games started out as arcade games played to reach the highest score. People played with a "fistful of quarters" each day to try and reach the top of the score board. A prime example of someone who is well known on the high score board is Billy Mitchell. In the documentary, King of Kong: A fistful of quarters, Billy stated,
4. A. Crespo and H. Garcia-Molina. Routing indices for peer-to-peer systems. In Proc. of the 28th International Conference on Distributed Computing Systems, July 2002.