Friday, August 9, 2019

Network Gaming essay Example | Topics and Well Written Essays - 2000 words

Network Gaming - Essay Example Likewise, after a stressful day, anyone can connect to the online gaming network to release stress and get entertained. The infrastructure provides a collaborative interface that connects one or more participants. As the Internet users are increasing, online gaming industry is also gaining popularity. In 2004, multi-player online games generated billions of revenue. A report related to online games was published in 2004. It demonstrated that 300 online games development companies have produced 175 online games, having 20 million players. Moreover, the report also illustrated that only a single online game named as â€Å"World of Warcraft† has generated $700 million via monthly subscription fee with 4 million subscribers around the world (Yeung, John Lui 2008). Massively Multiuser Online Game (MMOG) or massively multiplayer online (MMO) is an online computer played by many people on the Internet. Likewise, MMOG differs from traditional online games due to its everlasting enviro nment. Anyone can join in between the game and at anytime (Mmog. 2011). There is no limit, as thousands of people can connect to MMOG’s. Popularity of MMOG has attracted attention of console video games, software engineers, researchers, organizations and media (Putzke, Fischbach et al. 2010). The hardware architecture of MMOG is partitioned via different hosed game servers. These servers store different worlds that are divided in many portions. The players are charged with a monthly subscription fee for unlimited gaming, as each game is connected with hundreds or thousands of players. Some of the games based on MMOG are Star wars, Everquest and lineage (, IBM Research - Online Games Research). However, other online games are also available. For instance, games based on First-person Shooter (FPS) or Server-based Games, low latency action games, online console action games, peer-to-peer games, mobile games etc. There is a limited amount of research that is conducted for network gaming and MMOG (, Mary Ann Liebert, Inc. - CyberPsychology & Behavior - 6(1):81). Likewise, research shows different approaches to protect MMOG and online gaming from security threats. For instance, any user can hack the gaming network to crash the server or use fake subscriptions credentials. This paper will highlight research and study in the context of network gaming and MMOG. Justifying Lags Although the portions of an online multi player game are hosted in different servers, there are still issues related to inconsistency of game play and experience. As thousands of players are connected from all around the world, a mechanism is required for a smooth multi player online game play experience. A research was conducted to overcome this issue. A proposed framework was implemented in order to analyze and control the hot spot region. Three contributors that were implemented in this study are (Zheng Da 2009) : Analytical model is presented for abstracting the operations from an asso ciated point-to-point multi player online gaming platform. Likewise, the model was presented to quantify delays and analyze inconsistency (Zheng Da 2009) A definition for the concept of consistency was proposed altogether with inconsistency rates in the context of computing and distinctiveness along with activities of the player. By concluding from the numeric results in conjunction with the models, the researchers proved that if the system becomes slow for a longer period,

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