Aspects of networking in multiplayer computer games

Article Properties
Abstract
Cite
Smed, Jouni, et al. “Aspects of Networking in Multiplayer Computer Games”. The Electronic Library, vol. 20, no. 2, 2002, pp. 87-97, https://doi.org/10.1108/02640470210424392.
Smed, J., Kaukoranta, T., & Hakonen, H. (2002). Aspects of networking in multiplayer computer games. The Electronic Library, 20(2), 87-97. https://doi.org/10.1108/02640470210424392
Smed J, Kaukoranta T, Hakonen H. Aspects of networking in multiplayer computer games. The Electronic Library. 2002;20(2):87-9.
Journal Categories
Bibliography
Library science
Information resources
Bibliography
Library science
Information resources
Information resources (General)
Social Sciences
Description

Curious about the networking challenges in multiplayer computer games? This paper provides a concise overview of four key aspects: networking resources, distribution concepts, scalability, and security. It highlights how these factors impact the design and performance of distributed, real-time multiplayer computer games (MCGs). The paper discusses the technical boundaries set by networking resources such as bandwidth and latency. It encompasses communication architectures and data/control architectures, considering centralized, distributed, and replicated approaches. By addressing scalability and security, the paper provides insights into adapting MCGs to resource changes and combating cheating and vandalism. This overview is valuable for game developers and researchers seeking to optimize the networking aspects of MCGs and enhance the gaming experience.

Published in The Electronic Library, this article addresses the use of networking in multiplayer computer games, which is relevant to the journal’s focus on information resources and technology. The paper is a concise overview of aspects that are affecting the networking within the multiplayer computer games.

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Citations
Citations Analysis
The first research to cite this article was titled Analysis of end-to-end QoS for networked virtual reality services in UMTS and was published in 2004. The most recent citation comes from a 2023 study titled Analysis of end-to-end QoS for networked virtual reality services in UMTS . This article reached its peak citation in 2017 , with 4 citations.It has been cited in 28 different journals, 10% of which are open access. Among related journals, the ACM Computing Surveys cited this research the most, with 2 citations. The chart below illustrates the annual citation trends for this article.
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