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Netgames
Workshop on Network and Systems Support for Games
15 editions in 11 countries
Technically supported and sponsored by
● Create a forum for all people (academia and industry)
interested in the network- and system- oriented aspects
of games
● Discuss the issues and solutions arising in this domain
● Present new research results
Objectives in 2002
● Present latest research on networked games
● Explore future generations of games
Objectives in 2017
Objectives in 2018
● Research on the challenges of online gaming
● Game-related online services, such as:
○ E-sport
○ Gamecasting
○ Arcade rooms
Since 2012
A high-impact workshop
Titles Citations
The effects of loss and latency on user performance in unreal tournament 2003 330
Network game traffic modelling 259
Zoned federation of game servers: a peer-to-peer approach to scalable multi-player online games 235
The effect of latency on user performance in Warcraft III 205
On the suitability of dead reckoning schemes for games 200
A systematic classification of cheating in online games 194
Analysis of factors affecting players' performance and perception in multiplayer games 193
Mercury: a scalable publish-subscribe system for internet games 162
An efficient synchronization mechanism for mirrored game architectures 151
Comparing interest management algorithms for massively multiplayer games 139
Objective and subjective evaluation of the influence of small amounts of delay and jitter on a recent first person shooter game 137
A generic proxy system for networked computer games 124
Accuracy in dead-reckoning based distributed multi-player games 124
A peer-to-peer architecture for massive multiplayer online games 123
A distributed architecture for MMORPG 114
Dynamic microcell assignment for massively multiplayer online gaming 114
Addressing cheating in distributed MMOGs 111
Network infrastructure for massively distributed games 105
Bandwidth requirement and state consistency in three multiplayer game architectures 102
Human Pacman: a sensing-based mobile entertainment system with ubiquitous computing and tangible interaction 101
The brewing storm in cloud gaming: A measurement study on cloud to end-user latency 98
A communication architecture for massive multiplayer games 98
A long-term study of a popular MMORPG 97
An international community
Countries with at least one paper since 2012
Chairs:
● Gwendal Simon (IMT Atlantique)
● Bernard Wong (Univ Waterloo)
Amsterdam
12-15 June 2018
With ACM MMSys’18

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Research Challenges Online Gaming Netgames Workshop

  • 1. Netgames Workshop on Network and Systems Support for Games
  • 2. 15 editions in 11 countries
  • 4. ● Create a forum for all people (academia and industry) interested in the network- and system- oriented aspects of games ● Discuss the issues and solutions arising in this domain ● Present new research results Objectives in 2002
  • 5. ● Present latest research on networked games ● Explore future generations of games Objectives in 2017
  • 6. Objectives in 2018 ● Research on the challenges of online gaming ● Game-related online services, such as: ○ E-sport ○ Gamecasting ○ Arcade rooms
  • 8. A high-impact workshop Titles Citations The effects of loss and latency on user performance in unreal tournament 2003 330 Network game traffic modelling 259 Zoned federation of game servers: a peer-to-peer approach to scalable multi-player online games 235 The effect of latency on user performance in Warcraft III 205 On the suitability of dead reckoning schemes for games 200 A systematic classification of cheating in online games 194 Analysis of factors affecting players' performance and perception in multiplayer games 193 Mercury: a scalable publish-subscribe system for internet games 162 An efficient synchronization mechanism for mirrored game architectures 151 Comparing interest management algorithms for massively multiplayer games 139 Objective and subjective evaluation of the influence of small amounts of delay and jitter on a recent first person shooter game 137 A generic proxy system for networked computer games 124 Accuracy in dead-reckoning based distributed multi-player games 124 A peer-to-peer architecture for massive multiplayer online games 123 A distributed architecture for MMORPG 114 Dynamic microcell assignment for massively multiplayer online gaming 114 Addressing cheating in distributed MMOGs 111 Network infrastructure for massively distributed games 105 Bandwidth requirement and state consistency in three multiplayer game architectures 102 Human Pacman: a sensing-based mobile entertainment system with ubiquitous computing and tangible interaction 101 The brewing storm in cloud gaming: A measurement study on cloud to end-user latency 98 A communication architecture for massive multiplayer games 98 A long-term study of a popular MMORPG 97
  • 9. An international community Countries with at least one paper since 2012
  • 10. Chairs: ● Gwendal Simon (IMT Atlantique) ● Bernard Wong (Univ Waterloo) Amsterdam 12-15 June 2018 With ACM MMSys’18