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Aspects of networking in multiplayer computer games

Jouni Smed (Jouni Smed is Researcher at the Department of Computer Science, University of Turku, Turku, Finland.)
Timo Kaukoranta (Timo Kaukoranta is Post‐doctoral Researcher at the Department of Computer Science, University of Turku, Turku, Finland.)
Harri Hakonen (Harri Hakonen is based at Telecom R&D, Turku, Finland.)

The Electronic Library

ISSN: 0264-0473

Article publication date: 1 April 2002

3909

Abstract

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.

Keywords

Citation

Smed, J., Kaukoranta, T. and Hakonen, H. (2002), "Aspects of networking in multiplayer computer games", The Electronic Library, Vol. 20 No. 2, pp. 87-97. https://doi.org/10.1108/02640470210424392

Publisher

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MCB UP Ltd

Copyright © 2002, MCB UP Limited

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