Distributed, real‐time multiplayer computer games (MCGs) are in the vanguard of utilizing the networking possibilities. Although related research has been done in military simulations, virtual reality systems, and computer supported cooperative working, the suggested solutions diverge from the problems posed by MCGs. With this in mind, this paper provides a concise overview of four aspects affecting networking in MCGs. First, networking resources (bandwidth, latency, and computational power) set the technical boundaries within which the MCG must operate. Second, distribution concepts encompass communication architectures (peer‐to‐peer, client/server, server‐network), and both data and control architectures (centralized, distributed, replicated). Third, scalability allows the MCG to adapt to the resource changes by parametrization. Finally, security aims at fighting back against cheating and vandalism, which are common in online gaming.
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1 April 2002
Review Article|
April 01 2002
Aspects of networking in multiplayer computer games
Jouni Smed;
Jouni Smed
Jouni Smed is Researcher at the Department of Computer Science, University of Turku, Turku, Finland.
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Timo Kaukoranta;
Timo Kaukoranta
Timo Kaukoranta is Post‐doctoral Researcher at the Department of Computer Science, University of Turku, Turku, Finland.
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Harri Hakonen
Harri Hakonen
Harri Hakonen is based at Telecom R&D, Turku, Finland.
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Publisher: Emerald Publishing
Online ISSN: 1758-616X
Print ISSN: 0264-0473
© MCB UP Limited
2002
The Electronic Library (2002) 20 (2): 87–97.
Citation
Smed J, Kaukoranta T, Hakonen H (2002), "Aspects of networking in multiplayer computer games". The Electronic Library, Vol. 20 No. 2 pp. 87–97, doi: https://doi.org/10.1108/02640470210424392
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