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Middleware services for pervasive multiplatform networked games
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Source Network and System Support for Games archive
Proceedings of 5th ACM SIGCOMM workshop on Network and system support for games table of contents
Singapore
Article No. 39  
Year of Publication: 2006
ISBN:1-59593-589-4
Authors
Fernando Trinta  Federal University of Pernambuco, Recife PE, Brazil
Carlos Ferraz  Federal University of Pernambuco, Recife PE, Brazil
Geber Ramalho  Federal University of Pernambuco, Recife PE, Brazil
Sponsor
SIGCOMM: ACM Special Interest Group on Data Communication
Publisher
ACM  New York, NY, USA
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ABSTRACT

This work in progress paper presents a particular view for future Networked Multiplayer Games. In our point of view, these applications will include features from pervasive computing, allowing players to enjoy them using different devices, such as PDAs and Mobile Phones, almost anywhere, anytime. These games demand that users playability must be adapted according their context information, such as players location and device. In this document, we call these applications Pervasive Multiplayer Multiplatform Games - PM2G. We present scenarios that show intended characteristics for these games. From these scenarios, we developed two models, an Application and an Usage Model. The former introduces specific PM2G concepts. The latter guides the players' interaction. Finally, we introduce six services that aims to allow PM2G's development and deployment.


REFERENCES

Note: OCR errors may be found in this Reference List extracted from the full text article. ACM has opted to expose the complete List rather than only correct and linked references.

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C. F. R. G. Fabio Reis Cecin, Jorge Luis Victria Barbosa. Freemmg: An hybrid peer-to-peer, client-server and distributed massively multiplayer game simulation mode. In Proceedings of the 2th Brazilian Workshop on Games and Digital Entertainment, November 2003.
 
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D. Fox. Massively Multiplayer Game Development, volume 1, chapter Small Portals: Tapping into MMP Worlds via Wireless Devices, pages 244--254. Charles River Media, Inc., Rockland, MA, USA, 2003.
 
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B. Knutsson, H. Lu, W. Xu, and B. Hopkins. Peer-to-peer support for massively multiplayer games. In Proceedings of the 23rd Conference of the IEEE Communications Society. IEEE Computer Society, July 2004.
 
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E. Koivisto and C. Wenninger. Enhancing player experience in mmorpgs with mobile features. In International Digital Games Research Association Conference, June 2005.
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M. Satyanarayanan. Pervasive computing: Vision and challenges. IEEE Personal Communications, pages 10--17, aug 2001.
 
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G. Walton. Nine things to look for in the next generation of MMOG. 2004. Available at http://www.gdconf.com/archives/2004/walton_gordon.ppt.


Collaborative Colleagues:
Fernando Trinta: colleagues
Carlos Ferraz: colleagues
Geber Ramalho: colleagues