Welcome to the personal website of Pedro Morillo Tena

Links of Interest (Distributed Virtual Enviorments)

This list contains  several references to the most important papers in the field of Distributed Virtual Environments and Networked Games Research. Really, it is copy of  a general  list maintained by Kuan-Ta Chen from the Institute of Information Science, Academia Sinica (Taiwan). The list was initiated by Joerg Widmer (joerg.widmer@epfl.ch), who maintained it until 2003. Kuan-Ta Chen (ktchen@iis.sinica.edu.tw) started to maintain this list since May 2005.

General

[Castronova, 2003]
Edward Castronova. Network technology, markets, and the growth of synthetic worlds. In NETGAMES '03: Proceedings of the 2nd workshop on Network and system support for games, pages 121-134, New York, NY, USA, 2003. ACM Press. (doi:10.1145/963900.963912)

[Lewis and Jacobson, 2002]
Michael Lewis and Jeffrey Jacobson. Game engines in scientific research. Communications of the ACM, 45(1):27-31, January 2002.

[Smed et al., 2002]
Jouni Smed, Timo Kaukoranta, and Harri Hakonen. A review on networking and multiplayer computer games. Technical Report 454, Turku Centre for Computer Science, April 2002.

[Bernier, 2000]
Yahn W. Bernier. Half-Life and TeamFortress networking: Closing the loop on scalable network gaming backend services. In Proceedings of the 14th Games Developers Conference, San Jose, CA, March 2000.

Traffic Analysis & Modelling

[Chen et al., 2007]
Kuan-Ta Chen, Polly Huang, and Chin-Laung Lei. Game traffic analysis: An MMORPG perspective. Computer Networks, 51(3), 2007. Article In Press.

[Chen et al., 2005]
Kuan-Ta Chen, Polly Huang, Chun-Ying Huang, and Chin-Laung Lei. Game traffic analysis: An MMORPG perspective. In NOSSDAV'05: Proceedings of the International Workshop on Network and Operating Systems Support for Digital Audio and Video, pages 19-24. ACM Press, 2005. (doi:10.1145/1065983.1065988)

[Dainotti et al., 2005]
Alberto Dainotti, Antonio Pescapè, and Giorgio Ventre. A packet-level traffic model of starcraft. In Second International Workshop on Hot Topics in Peer-to-Peer Systems (HOT-P2P), pages 33-42, July 2005.

[Feng et al., 2005]
Wu Chang Feng, Francis Chang, Wu Chi Feng, and Jonathan Walpole. A traffic characterization of popular on-line games. IEEE/ACM Transactions on Networking, 13(3):488-500, June 2005.

[Färber, 2002]
Johannes Färber. Network game traffic modelling. In NetGames '02: Proceedings of the 1st Workshop on Network and System Support for Games, pages 53-57. ACM Press, 2002. (doi:10.1145/566500.566508)

[Joyce, 2001]
Sarah K. Joyce. Traffic on the internet - a study of internet games. Network Analysis Times, 2(1), April 2001.

[Bangun and Dutkiewicz, 2000]
Ricky A. Bangun and Eryk Dutkiewicz. Modelling multi-player games traffic. In Proceedings of the International Conference on Information Technology: Coding and Computing (ITCC), pages 228-233, Las Vegas, NV, March 2000.

[Borella, 2000]
Michael S. Borella. Source models of network game traffic. Computer Communications, 23(4):403-410, February 15, 2000.

[Joyce, 2000]
Sarah K. Joyce. Traffic on the internet - a study of internet games, October 2000. A report submitted in partial fulfillment of the requirements for the degree Bachelor of Computing and Mathematical Sciences.

[Bangun et al., 1999]
Ricky A. Bangun, Eryk Dutkiewicz, and Gary J. Anido. An analysis of multi-player network games traffic. In Proceedings of the 1999 International Workshop on Multimedia Signal Processing, pages 3-8, Copenhagen, Denmark, September 1999.

[Borella, 1999]
Michael S. Borella. Source models of network game traffic. In Proceedings of networld+interop '99, Las Vegas, NV, May 1999.

[Bangun and Beadle, 1997]
Ricky A. Bangun and H.W. Peter Beadle. Traffic on a client-server based architecture for multi-user networked games applications. In Proceedings of the 1997 International Conference on Telecommunications (ICT '97), pages 93-98, Melbourne, Australia, April 1997.

Security Issues / Anti-Cheating

[Chambers et al., 2005]
Chris Chambers, Wu chang Feng, Wu chi Feng, and Debanjan Saha. Mitigating information exposure to cheaters in real-time strategy games. In NOSSDAV'05: Proceedings of the international workshop on Network and operating systems support for digital audio and video, pages 7-12. ACM Press, 2005. (doi:10.1145/1065983.1065986)

[Yan and Randell, 2005]
Jeff Yan and Brian Randell. A systematic classification of cheating in online games. In Proceedings of ACM SIGCOMM 2005 workshops on NetGames '05. ACM Press, 2005.

[DeLap et al., 2004]
Margaret DeLap, Björn Knutsson, Honghui Lu, Oleg Sokolsky, Usa Sammapun, Insup Lee, and Christos Tsarouchis. Is runtime verification applicable to cheat detection? In Proceedings of ACM SIGCOMM 2004 workshops on NetGames '04, pages 134-138. ACM Press, 2004. (doi:10.1145/1016540.1016553)

[Cronin et al., 2003]
Eric Cronin, Burton Filstrup, and Sugih Jamin. Cheat-proofing dead reckoned multiplayer games. In Proc. of 2nd International Conference on Application and Development of Computer Games, Jan 2003.

[Yan and Choi, 2002]
Jianxin Jeff Yan and Hyun-Jin Choi. Security issues in online games. The Electronic Library, 20(2):125-133, 2002.

[Baughman and Levine, 2001]
Nathaniel E. Baughman and Brian Neil Levine. Cheat-proof playout for centralized and distributed online games. In Proceedings of the Twentieth IEEE Computer and Communication Society INFOCOM Conference, Anchorage, AK, April 2001.

[Pritchard, 2001]
Matt Pritchard. How to hurt the hackers: The scoop on internet cheating and how you can combat it. Information Security Bulletin February, 2001.

[Yan and Choi, 2001]
Jianxin Jeff Yan and Hyun-Jin Choi. Security issues in online games. In International Conference on Application and Development of Computer Games in the 21st Century, Hong Kong, November 2001.

HCI/ User Behavior Analysis

[Ducheneaut and Moore, 2004]
Nicolas Ducheneaut and Robert J. Moore. The social side of gaming: a study of interaction patterns in a massively multiplayer online game. In CSCW '04: Proceedings of the 2004 ACM conference on Computer supported cooperative work, pages 360-369. ACM Press, 2004. (doi:10.1145/1031607.1031667)

[Chang and chang Feng, 2003]
Francis Chang and Wu chang Feng. Modeling player session times of on-line games. In NetGames '03: Proceedings of the 2nd Workshop on Network and System Support for Games, pages 23-26. ACM Press, 2003. (doi:10.1145/963900.963902)

[Henderson, 2001]
Tristan Henderson. Latency and user behaviour on a multiplayer game server. In Proceedings of the Third International COST Workshop (NGC 2001), pages 1-13. Springer-Verlag, 2001.

[Henderson and Bhatti, 2001]
Tristan Henderson and Saleem Bhatti. Modelling user behaviour in networked games. In MULTIMEDIA '01: Proceedings of the Ninth ACM International Conference on Multimedia, pages 212-220. ACM Press, 2001. (doi:10.1145/500141.500175)

[Manninen, 2001a]
Tony Manninen. Rich interaction in the context of networked virtual environments - experiences gained from the multi-player games domain. In Proceedings of IHM-HCI'2001, pages 383-398, Lille, France, September 2001.

[Manninen, 2001b]
Tony Manninen. Virtual Team Interactions in Networked Multimedia Games - Case: Counter-Strike - Multi-player 3D Action Game. In Proceedings of the 4th Annual International Workshop on Presence (PRESENCE 2001), Philadephia, PA, May 2001.

[Manninen, 2000]
Tony Manninen. Interaction in networked virtual environments as communicative action - social theory and multi-player games. In Proceedings of the Sixth International Workshop on Groupware (CRIWG2000), pages 154-157, Madeira, Portugal, October 2000.

[John and Vera, 1992]
Bonnie E. John and Alonso H. Vera. A GOMS analysis of a graphic, machine-paced, highly interactive task. In Proceedings of the CHI '92 Conference on Human factors in computing systems, pages 251-258, Monterey, CA, May 1992.

[Yee]
Nick Yee. The Daedalus project.

Quality of Service

[Chen et al., 2006]
Kuan-Ta Chen, Polly Huang, Guo-Shiuan Wang, Chun-Ying Huang, and Chin-Laung Lei. On the sensitivity of online game playing time to network QoS. In Proceedings of IEEE INFOCOM'06, Barcelona, Spain, April 2006.

[Aggarwal et al., 2004]
Sudhir Aggarwal, Hemant Banavar, Amit Khandelwal, Sarit Mukherjee, and Sampath Rangarajan. Accuracy in dead-reckoning based distributed multi-player games. In Proceedings of ACM SIGCOMM 2004 workshops on NetGames '04, pages 161-165, New York, NY, USA, 2004. ACM Press. (doi:10.1145/1016540.1016559)

[Armitage and Stewart, 2004]
Grenville Armitage and Lawrence Stewart. Some thoughts on emulating jitter for user experience trials. In Proceedings of ACM SIGCOMM 2004 workshops on NetGames '04, pages 157-160, New York, NY, USA, 2004. ACM Press. (doi:10.1145/1016540.1016558)

[Beigbeder et al., 2004]
Tom Beigbeder, Rory Coughlan, Corey Lusher, John Plunkett, Emmanuel Agu, and Mark Claypool. The effects of loss and latency on user performance in Unreal Tournament 2003. In NetGames '04: Proceedings of the 3nd Workshop on Network and System Support for Games, pages 144-151. ACM Press, 2004. (doi:10.1145/1016540.1016556)

[Nichols and Claypool, 2004]
James Nichols and Mark Claypool. The effects of latency on online madden NFL football. In NOSSDAV '04: Proceedings of the 14th International Workshop on Network and Operating Systems Support for Digital Audio and Video, pages 146-151. ACM Press, 2004. (doi:10.1145/1005847.1005879)

[Quax et al., 2004]
Peter Quax, Patrick Monsieurs, Wim Lamotte, Danny De Vleeschauwer, and Natalie Degrande. Objective and subjective evaluation of the influence of small amounts of delay and jitter on a recent first person shooter game. In Proceedings of ACM SIGCOMM 2004 workshops on NetGames '04, pages 152-156. ACM Press, 2004. (doi:10.1145/1016540.1016557)

[Smed et al., 2004]
Jouni Smed, Henrik Niinisalo, and Harri Hakonen. Realizing bullet time effect in multiplayer games with local perception filters. In Proceedings of ACM SIGCOMM 2004 workshops on NetGames '04, pages 121-128, New York, NY, USA, 2004. ACM Press. (doi:10.1145/1016540.1016551)

[Armitage, 2003]
G.J. Armitage. An experimental estimation of latency sensitivity in multiplayer Quake 3. In 11th IEEE International Conference on Networks (ICON 2003), 2003.

[Henderson and Bhatti, 2003]
Tristan Henderson and Saleem Bhatti. Networked games: a QoS-sensitive application for QoS-insensitive users? In RIPQoS '03: Proceedings of the ACM SIGCOMM Workshop on Revisiting IP QoS, pages 141-147. ACM Press, 2003. (doi:10.1145/944592.944601)

[Jehaes et al., 2003]
Tom Jehaes, Danny De Vleeschauwer, Toon Coppens, Bart Van Doorselaer, Eva Deckers, W. Naudts, K. Spruyt, and R. Smets. Access network delay in networked games. In NETGAMES '03: Proceedings of the 2nd workshop on Network and system support for games, pages 63-71, New York, NY, USA, 2003. ACM Press. (doi:10.1145/963900.963906)

[Oliveira and Henderson, 2003]
Manuel Oliveira and Tristan Henderson. What online gamers really think of the internet? In NETGAMES '03: Proceedings of the 2nd workshop on Network and system support for games, pages 185-193, New York, NY, USA, 2003. ACM Press. (doi:10.1145/963900.963918)

[Sheldon et al., 2003]
Nathan Sheldon, Eric Girard, Seth Borg, Mark Claypool, and Emmanuel Agu. The effect of latency on user performance in Warcraft III. In NetGames '03: Proceedings of the 2nd Workshop on Network and System Support for Games, pages 3-14. ACM Press, 2003. (doi:10.1145/963900.963901)

[Pantel and Wolf, 2002a]
Lothar Pantel and Lars C. Wolf. On the impact of delay on real-time multiplayer games. In Proceedings of the 12th International Workshop on Network and Operating System Support for Digital Audio and Video (NOSSDAV), Miami Beach, FL, May 2002.

[Pantel and Wolf, 2002b]
Lothar Pantel and Lars C. Wolf. On the impact of delay on real-time multiplayer games. In NOSSDAV '02: Proceedings of the 12th International Workshop on Network and Operating Systems Support for Digital Audio and Video, pages 23-29. ACM Press, 2002. (doi:10.1145/507670.507674)

[Pantel and Wolf, 2002c]
Lothar Pantel and Lars C. Wolf. On the suitability of dead reckoning schemes for games. In NETGAMES '02: Proceedings of the 1st workshop on Network and system support for games, pages 79-84. ACM Press, 2002. (doi:10.1145/566500.566512)

[Bernier, 2001]
Yahn W. Bernier. Latency compensating methods in client/server in-game protocol design and optimization. In Proceedings of the 15th Games Developers Conference, San Jose, CA, March 2001.

[Blow, 1998]
Jonathan Blow. A look at latency in networked games. Game Developer, 5(7):28-40, July 1998.

[Cheshire, 1996]
Stuart Cheshire. Latency and the quest for interactivity, November 1996. White paper commissioned by Volpe Welty Asset Management, L.L.C., for the Synchronous Person-to-Person Interactive Computing Environments Meeting.

Network Protocols

[Pack et al., 2002]
Sangheon Pack, Eunsil Hong, Yanghee Choi, llkyu Park, Jong-Sung Kim, and D. Ko. Game transport protocol: lightweight reliable transport protocol for massive interactive on-line game. In Proceedings of the SPIE, volume 4861, pages 83-94, 2002.

[Mauve et al., 2001]
Martin Mauve, Volker Hilt, Christoph Kuhmünch, and Wolfgang Effelsberg. RTP/I - toward a common application level protocol for distributed interactive media. IEEE Transactions on Multimedia, 2001.

[Gautier et al., 1999]
L. Gautier, C. Diot, and J. Kurose. End-to-end transmission control mechanisms for multiparty interactive applications in the internet. In IEEE INFOCOM'99, New York, NY, March 1999.

Peer to Peer / Overlay Networks

[Dickey et al., 2005]
Chris Gauthier Dickey, Virginia Lo, and Daniel Zappala. Using n-trees for scalable event ordering in peer-to-peer games. In NOSSDAV'05: Proceedings of the international workshop on Network and operating systems support for digital audio and video, pages 87-92. ACM Press, 2005. (doi:10.1145/1065983.1066005)

[John and Levine, 2005]
Aaron St. John and Brian Neil Levine. Supporting p2p gaming when players have heterogeneous resources. In NOSSDAV'05: Proceedings of the international workshop on Network and operating systems support for digital audio and video, pages 1-6. ACM Press, 2005. (doi:10.1145/1065983.1065985)

[Morillo et al., 2005]
Pedro Morillo, Juan M. Ordu na, Marcos Fernández, and José Duato. Improving the performance of distributed virtual environment systems. IEEE Trans. Parallel Distrib. Syst., 16(7):637-649, 2005.

[Yu and Vuong, 2005]
Anthony (Peiqun) Yu and Son T. Vuong. MOPAR: a mobile peer-to-peer overlay architecture for interest management of massively multiplayer online games. In NOSSDAV'05: Proceedings of the International Workshop on Network and Operating Systems Support for Digital Audio and Video, pages 99-104. ACM Press, 2005. (doi:10.1145/1065983.1066007)

[Dickey et al., 2004]
Chris Gauthier Dickey, Daniel Zappala, Virginia Lo, and James Marr. Low latency and cheat-proof event ordering for peer-to-peer games. In NOSSDAV '04: Proceedings of the 14th international workshop on Network and operating systems support for digital audio and video, pages 134-139. ACM Press, 2004. (doi:10.1145/1005847.1005877)

[Hu and Liao, 2004]
Shun-Yun Hu and Guan-Ming Liao. Scalable peer-to-peer networked virtual environment. In Proceedings of ACM SIGCOMM 2004 workshops on NetGames '04, pages 129-133. ACM Press, 2004. (doi:10.1145/1016540.1016552)

[Iimura et al., 2004]
Takuji Iimura, Hiroaki Hazeyama, and Youki Kadobayashi. Zoned federation of game servers: a peer-to-peer approach to scalable multi-player online games. In Proceedings of ACM SIGCOMM 2004 Workshops on NetGames '04, pages 116-120. ACM Press, 2004. (doi:10.1145/1016540.1016549)

[Knutsson et al., 2004]
Bjorn Knutsson, Honghui Lu, Wei Xu, and Bryan Hopkins. Peer-to-peer support for massively multiplayer games. In Proceedings of IEEE INFOCOM'04, Hong Kong, China, March 2004.

[Lu et al., 2004]
Honghui Lu, Bjorn Knutsson, Margaret Delap, John Fiore, and Baohua Wu. The design of synchronization mechanisms for peer-to-peer massively multiplayer games. Technical Report Penn CIS Tech Report MS-CIS-04-xy.pdf, Computer and Information Science, University of Pennsylvania, 2004.

[Rooney et al., 2004]
S. Rooney, D. Bauer, and R. Deydier. A federated peer-to-peer network game architecture. IEEE Commun. Mag., 42(5):114-122, 2004.

[Keller and Simon, 2003]
Joaquín Keller and Gwendal Simon. Solipsis: a massively multi-participant virtual world. In Proc. Int. Conf. Parallel and Distributed Techniques and Applications (PDPTA 2003), pages 262-268. CSREA Press, 2003. (doi:adept/membres/gwendal/pdpta03-kellerSimon.pdf)

[Kawahara et al., 2002]
Y. Kawahara, H. Morikawa, and T. Aoyama. A peer-to-peer message exchange scheme for large scale networked virtual environments. In Proc. of 8th IEEE Int. Conf. on Communications Systems (ICCS 2002), 2002.

[Lui and Chan, 2002]
John C. S. Lui and M. F. Chan. An efficient partitioning algorithm for distributed virtual environment systems. IEEE Trans. Parallel Distrib. Syst., 13(3):193-211, 2002. (doi:10.1109/71.993202)

System Design / Architecture

[Chen et al., 2005]
Jin Chen, Baohua Wu, Margaret Delap, Bjorn Knutsson, Honghui Lu, and Cristiana Amza. Locality aware dynamic load management for massively multiplayer games. In ACM SIGPLAN Symposium on Principles and Practice of Parallel Programming (PPoPP). ACM Press, June 2005.

[Vleeschauwer et al., 2005]
Bart De Vleeschauwer, Bruno Van Den Bossche, Tom Verdickt, Filip De Turck, Bart Dhoedt, and Piet Demeester. Dynamic microcell assignment for massively multiplayer online gaming. In NETGAMES '05: Proceedings of the 4th Workshop on Network and System Support for Games, 2005.

[Lee et al., 2004]
Kang-Won Lee, Bong-Jun Ko, and Seraphin Calo. Adaptive server selection for large scale interactive online games. In NOSSDAV '04: Proceedings of the 14th international workshop on Network and operating systems support for digital audio and video, pages 152-157, New York, NY, USA, 2004. ACM Press. (doi:10.1145/1005847.1005880)

[Okanda and Blair, 2004]
Paul Okanda and Gordon Blair. Openping: a reflective middleware for the construction of adaptive networked game applications. In Proceedings of ACM SIGCOMM 2004 workshops on NetGames '04, pages 111-115, New York, NY, USA, 2004. ACM Press. (doi:10.1145/1016540.1016548)

[Pellegrino and Dovrolis, 2003]
Joseph D. Pellegrino and Constantinos Dovrolis. Bandwidth requirement and state consistency in three multiplayer game architectures. In NETGAMES '03: Proceedings of the 2nd workshop on Network and system support for games, pages 52-59, New York, NY, USA, 2003. ACM Press. (doi:10.1145/963900.963905)

[Henderson, 2002]
Tristan Henderson. Observations on game server discovery mechanisms. In NETGAMES '02: Proceedings of the 1st workshop on Network and system support for games, pages 47-52, New York, NY, USA, 2002. ACM Press. (doi:10.1145/566500.566507)

[Lambright, 2002]
Rick Lambright. Distributing object state for networked games using object views. Game Developer, 9(3):30-9, March 2002.

[Mauve et al., 2002]
Martin Mauve, Stefan Fischer, and Jörg Widmer. A generic proxy system for networked computer games. In Workshop on Network and System Support for Games, Braunschweig, Germany, April 2002.

[Smed et al., 2002]
Jouni Smed, Timo Kaukoranta, and Harri Hakonen. Aspects of networking in multiplayer computer games. The Electronic Library, 20(2):87-97, 2002.

[Cronin et al., 2001]
Eric Cronin, Burton Filstrup, and Anthony Kurc. A distributed multiplayer game system. Technical Report EECS589 Term Project, Electrical Engineering and Computer Science Department, University of Michigan, Ann Arbor, MI, May 2001.

[Faisstnauer et al., 2000]
Chris Faisstnauer, Dieter Schmalstieg, and Werner Purgathofer. Scheduling for very large virtual environments and networked games using visibility and priorities. In Proceedings of the 4th International Workshop on Distributed Interactive Simulation and Real-Time Applications (DIS-RT 2000), pages 31-38, San Francisco, CA, August 2000.

[Mauve, 2000a]
Martin Mauve. Consistency in replicated continuous interactive media. In ACM Conference on Computer Supported Cooperative Work (CSCW), pages 181-190, Philadelphia, PA, USA, 2000.

[Mauve, 2000b]
Martin Mauve. How to keep a dead man from shooting. In 7th International Workshop on Interactive Distributed Multimedia Systems and Telecommunication Services (IDMS), pages 199-204, Enschede, The Netherlands, 2000.

[Zou et al., 2000]
L. Zou, M. H. Ammar, and C. Diot. An evaluation of grouping techniques for state dissemination in networked multi-user games. submitted for publication, October 2000.

[Powers et al., 1998]
Simon Powers, Mike Hinds, and Jason Morphett. DEE: An architecture for distributed virtual environment gaming. Distributed Systems Engineering, 5(3):107-17, 1998.

[Bangun and Beadle, 1997]
Ricky A. Bangun and H.W. Peter Beadle. A network architecture for multiuser networked games on demand. In Proceedings of the 1997 International Conference on Information, Communications and Signal Processing, pages 1815-1819, Singapore, September 1997.

[Chiueh, 1997]
Tzi-cker Chiueh. Distributed systems support for networked games. In Proceedings of the Sixth Workshop on Hot Topics in Operating Systems, pages 99-104, Cape Cod, MA, May 1997.

[Chiueh et al., 1997]
Tzi-cker Chiueh, Allen Ballman, and Prashant Pradhan. Distributed system support for network-based multi-user interactive applications. In Proceedings of 1st Distributed Simulation Symposium, Orlando, FL, September 1997.

[Funkhouser, 1996]
Thomas Funkhouser. Network topologies for scalable multi-user virtual environments. In Proceedings of the Virtual Reality Annual International Symposium 1996 (VRAIS '96), pages 222-229, Santa Clara, CA, April 1996.

Game Design Experience

[Terrano and Bettner, 2001]
Mark Terrano and Paul Bettner. 1500 archers on a 28.8: Network programming in age of empires and beyond. In Proceedings of the 15th Games Developers Conference, San Jose, CA, March 2001.

[Diot and Gautier, 1999]
Christophe Diot and Laurent Gautier. A distributed architecture for multiplayer interactive applications on the internet. IEEE Networks magazine, 13(4), July/August 1999.

[Gautier and Diot, 1998]
Laurent Gautier and Christophe Diot. Design and evaluation of MiMaze, a multi-player game on the Internet. In Proceedings of the 1998 IEEE International Conference on Multimedia Computing and Systems, pages 233-236, Austin, TX, June 1998.

[Lety et al., 1998]
Emmanuel Lety, Laurent Gautier, and Christophe Diot. MiMaze, a 3D Multi-player Game on the Internet. In Proceedings of the 4th International Conference on Virtual Systems and Multimedia, Gifu, Japan, November 1998.

[Stabell and Schouten, 1996]
Bjorn Stabell and Ken Ronny Schouten. The story of XPilot. ACM Crossroads, 3(2), 1996.

[Berglund and Cheriton, 1985]
Eric J. Berglund and David R. Cheriton. Amaze: A multiplayer computer game. IEEE Software, 2(1):30-39, May 1985.

Statistics

[DFC Intelligence]
DFC Intelligence. The online game market 2004.

[gam]
Gametrics weekly Korea MMORPG population survey.

[Woodcock]
Bruce Sterling Woodcock. An analysis of MMOG subscription growth - version 18.0.

News / Review

[Becker, 2002]
David Becker. Holes found in sony's online game plan. CNET News.com, March 07, 2002.

[Gallagher and Park, 2002]
Scott Gallagher and Seung Ho Park. Innovation and competition in standard-based industries: A historical analysis of the us home video game market. IEEE Transactions on Engineering Management, 49(1):67-82, February 2002.

[BBC News Online, 2001]
Goodbye to free phone games. BBC News Online, December 17, 2001.

[Clarke, 2001]
Peter Clarke. Mobile giants pick each other for universal games. EE Times, March 22, 2001.

[DataMonitor, 2001]
DataMonitor. Online games and gambling in Europe and the US, April 2001.

[King, 2001]
Brad King. Online, it's where the games are. Wired News, April 02, 2001.

[Patrizio, 2000]
Andy Patrizio. Coming soon: Pay-per-game. Wired News, October 20, 2000.

[Lincroft, 1999]
Peter Lincroft. The Internet sucks: Or, what I learned coding X-Wing vs. TIE Fighter. Gamasutra, Sep. 3, 1999.

[Abrash, 1997]
Michael Abrash. Quake's game engine: The big picture. Dr. Dobb's Journal, Spring 1997.

[Ng, 1997]
Yu-Shen Ng. Internet game design. Gamasutra, August 01, 1997.