Bibliography of Network Games Research

This list contains a number of network gaming related papers we came across. If you know of any relevant papers that are not listed below, please contact Sheng-Wei (Kuan-Ta) Chen (swc@iis.sinica.edu.tw), preferably bibtex-entries, since the list is generated automatically).

The list was initiated by Joreg Widmer (joerg.widmer@epfl.ch), who maintained it until 2003. Sheng-Wei (Kuan-Ta) Chen started to maintain this list since May 2005.

Especial thanks: Alberto Dainotti (University of Napoli (UoN) "Federico II") and John Miller (Microsoft Research).

Last Update: July 29, 2011

[General]  [Traffic Analysis & Modelling]  [Security Issues / Anti-Cheating (Bot Detection)]  [Computer-Human Interaction]  [User Behavior Analysis]  [Quality of Service]  [Network Protocols]  [System Design / Architecture (Client-Server / Cloud, Peer to Peer / Overlay Networks)]  [Game Design Experience]  [Psychology]  [Statistics

General

[Kaiser and Feng, 2009]
Edward Kaiser and Wu-chang Feng. Playerrating: a reputation system for multiplayer online games. In Proceedings of IEEE/ACM NetGames 2009. IEEE Press, 2009.

[Hildebrandt et al., 2008]
Tomas Hildebrandt, Sonja Bergsträßer, Christoph Rensing, and Ralf Steinmetz. Dynamic voice communication support for multiplayer online games. In Proceedings of ACM NetGames 2008, pages 102–103. ACM Press, 2008. (doi:10.1145/1517494.1517517)

[Castronova, 2003]
Edward Castronova. Network technology, markets, and the growth of synthetic worlds. In Proceedings of ACM NetGames 2003, pages 121–134. ACM Press, 2003. (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.

[Antunes et al., 2001]
Miguel Antunes, António Rito Silva, and Jorge Martins. An abstraction for awareness management in collaborative virtual environments. In Proceedings of ACM VRST 2001, pages 33–39. ACM Press, 2001. (doi:10.1145/505008.505015)

[Laird and van Lent, 2001]
John E. Laird and Michael van Lent. Interactive computer games - human-level AI's killer application. AI Magazine, 22:15–26, summer 2001.

[Manninen, 2001]
Tony Manninen. Virtual Team Interactions in Networked Multimedia Games — Case: ''Counter-Strike'' — Multi-player 3D Action Game. In Proceedings of PRESENCE2001 Conference, 2001.

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

[Top]


Traffic Analysis & Modelling

[Lee et al., 2011]
Yeng-Ting Lee, Kuan-Ta Chen, Yun-Maw Cheng, and Chin-Laung Lei. World of Warcraft avatar history dataset. In Proceedings of ACM Multimedia Systems 2011, February 2011.

[Thawonmas et al., 2011]
Ruck Thawonmas, Keisuke Yoshida, Jing-Kai Lou, and Kuan-Ta Chen. Analysis of revisitations in online games. Entertainment Computing, 2011.

[Ferreira and Morla, 2010]
Mário Ferreira and Ricardo Morla. Second Life in-world action traffic modeling. In Proceedings of ACM NOSSDAV 2010. ACM Press, 2010. (doi:10.1145/1806565.1806569)

[Iosup et al., 2010]
Alexandru Iosup, Adrian Lascateu, and Nicolae Tapus. Cameo: enabling social networks for massively multiplayer online games through continuous analytics and cloud computing. In Proceedings of IEEE/ACM NetGames 2010. IEEE Press, 2010.

[Qi et al., 2009]
Hanghang Qi, David Malone, and Dmitri Botvich. 802.11 wireless LAN multiplayer game capacity and optimization. In Proceedings of IEEE/ACM NetGames 2009. IEEE Press, 2009.

[Thawonmas et al., 2009a]
Ruck Thawonmas, Junichi Oda, and Kuan-Ta Chen. Analysis of user trajectories based on data distribution and state transition: A case study with a massively multiplayer online game Angel Love Online. In Proceedings of GAMEON 2009, pages 56–60, November 2009.

[Thawonmas et al., 2009b]
Ruck Thawonmas, Keisuke Yoshida, Jing-Kai Lou, and Kuan-Ta Chen. Analysis of area revisitation patterns in World of Warcarft. In Proceedings of IFIP ICEC 2009, 2009.

[Wang et al., 2009]
Xiaofei Wang, Hyunchul Kim, A.V. Vasilakos, T. Kwon, Yanghee Choi, Sunghyun Choi, and Hanyoung Jang. Measurement and analysis of World of Warcraft in mobile WiMAX networks. In Proceedings of IEEE/ACM NetGames 2009. IEEE Press, 2009.

[Kinicki and Claypool, 2008]
James Kinicki and Mark Claypool. Traffic analysis of avatars in Second Life. In Proceedings of ACM NOSSDAV 2008, pages 69–74. ACM, 2008. (doi:10.1145/1496046.1496063)

[Suznjevic et al., 2008]
Mirko Suznjevic, Maja Matijasevic, and Ognjen Dobrijevic. Action specific massive multiplayer online role playing games traffic analysis: Case study of World of Warcraft. In Proceedings of ACM NetGames 2008, 2008. (doi:10.1145/1517494.1517519)

[Tarng et al., 2008]
Pin-Yun Tarng, Kuan-Ta Chen, and Polly Huang. An analysis of WoW players game hours. In Proceedings of ACM NetGames 2008, 2008.

[Harcsik et al., 2007]
Szabolcs Harcsik, Andreas Petlund, Carsten Griwodz, and Pål Halvorsen. Latency evaluation of networking mechanisms for game traffic. In Proceedings of ACM NetGames 2007, pages 129–134. ACM Press, 2007.

[Svoboda et al., 2007]
Philipp Svoboda, Wolfgang Karner, and Markus Rupp. Traffic analysis and modeling for World of Warcraft. In Proceedings of ICC 2007, pages 1612–1617, Glasgow, Ireland, June 2007.

[Armitage et al., 2006]
Grenville Armitage, Carl Javier, and Sebastian Zander. Post-game estimation of game client RTT and hop count distributions. In Proceedings of ACM NetGames 2006, Singapore, 30-31 October 2006.

[Branch and Armitage, 2006]
Philip Branch and Grenville Armitage. Extrapolating server to client IP traffic from empirical measurements of first person shooter games. In Proceedings of ACM NetGames 2006, Singapore, 30-31 October 2006.

[Chen et al., 2006]
Kuan-Ta Chen, Polly Huang, and Chin-Laung Lei. Game traffic analysis: an MMORPG perspective. Computer Networks, 50:3002–3023, November 2006.

[Dainotti et al., 2006]
A. Dainotti, A. Pescapè, and G. Ventre. Searching for invariants in network games traffic. In Proceedings of Co-Next 2006, December 2006.

[Dainotti et al., 2005]
Alberto Dainotti, Antonio Pescapè, and Giorgio Ventre. A packet-level traffic model of Starcraft. In Proceedings of the International Workshop on Hot Topics in Peer-to-Peer Systems, pages 33–42, July 2005. (doi:10.1109/HOT-P2P.2005.4)

[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. (doi:10.1145/1230040.1230093)

[Kim et al., 2005]
Jaecheol Kim, Jaeyoung Choi, Dukhyun Chang, Taekyoung Kwon, Yanghee Choi, and Eungsu Yuk. Traffic characteristics of a massively multi-player online role playing game. In Proceedings of ACM NetGames 2005. ACM Press, 2005. (doi:10.1145/1103599.1103619)

[Zander and Armitage, 2005]
Sebastian Zander and Grenville Armitage. A traffic model for the Xbox game Halo 2. In Proceedings of ACM NOSSDAV 2005, pages 13–18, Washington, USA, 13-14 June 2005.

[Armitage and Stewart, 2004]
Grenville Armitage and Lawrence Stewart. Limitations of using real-world, public servers to estimate jitter tolerance of first person shooter games. In Proceedings of ACM SIGCHI ACE 2004, volume 74, pages 257–262, Singapore, June 2004.

[Lang et al., 2004]
Tanja Lang, Philip Branch, and Grenville Armitage. A synthetic traffic model for Quake3. In Proceedings of ACM SIGCHI ACE 2004, pages 233–238. ACM, 2004. (doi:10.1145/1067343.1067373)

[Bauer et al., 2002]
Daniel Bauer, Sean Rooney, and Paolo Scotton. Network infrastructure for massively distributed games. In Proceedings of ACM NetGames 2002, pages 36–43. ACM Press, 2002. (doi:10.1145/566500.566506)

[Färber, 2002]
Johannes Färber. Network game traffic modelling. In Proceedings of ACM NetGames 2002, pages 53–57. ACM Press, 2002. (doi:10.1145/566500.566508)

[Feng et al., 2002]
Wu-chang Feng, Francis Chang, Wu-chi Feng, and Jonathan Walpole. Provisioning on-line games: a traffic analysis of a busy Counter-Strike server. In Proceedings of the ACM SIGCOMM Workshop on Internet measurment, pages 151–156. ACM Press, 2002. (doi:10.1145/637201.637223)

[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 ITCC 2000, 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 2000.

[Bangun et al., 1999]
Ricky A. Bangun, Eryk Dutkiewicz, and Gary J. Anido. An analysis of multi-player network games traffic. In Proceedings of IEEE MMSP 1999, pages 3–8, Copenhagen, Denmark, September 1999. (doi:10.1109/MMSP.1999.793777)

[Top]


Security Issues / Anti-Cheating

Security: Game Bot Detection

[Pao et al., 2010]
Hsing-Kuo Pao, Kuan-Ta Chen, and Hong-Chung Chang. Game bot detection via avatar trajectory analysis. IEEE Transactions on Computational Intelligence and AI in Games, 2(3):162–175, September 2010.

[Prasetya and Wu, 2010]
Kusno Prasetya and Zheng da Wu. Artificial neural network for bot detection system in MMOGs. In Proceedings of IEEE/ACM NetGames 2010. IEEE Press, 2010.

[Stensland et al., 2010]
Håkon Kvale Stensland, Martin Øinæs Myrseth, Carsten Griwodz, and Pål Halvorsen. Cheat detection processing: a GPU versus CPU comparison. In Proceedings of IEEE/ACM NetGames 2010. IEEE Press, 2010.

[Chen et al., 2009]
Kuan-Ta Chen, Jhih-Wei Jiang, Polly Huang, Hao-Hua Chu, Chin-Laung Lei, and Wen-Chin Chen. Identifying MMORPG bots: A traffic analysis approach. EURASIP Journal on Advances in Signal Processing, 2009.

[Mitterhofer et al., 2009]
Stefan Mitterhofer, Christopher Kruegel, Engin Kirda, and Christian Platzer. Server-side bot detection in massively multiplayer online games. IEEE Security & Privacy, pages 29–36, 2009.

[Chen et al., 2008a]
Kuan-Ta Chen, Andrew Liao, Hsing-Kuo Kenneth Pao, and Hao-Hua Chu. Game bot detection based on avatar trajectory. In Proceedings of IFIP ICEC 2008, 2008.

[Chen et al., 2008b]
Kuan-Ta Chen, Hsing-Kuo Kenneth Pao, and Hong-Chung Chang. Game bot identification based on manifold learning. In Proceedings of ACM NetGames 2008, 2008.

[Feng et al., 2008]
Wu-chang Feng, Ed Kaiser, and Travis Schluessler. Stealth measurements for cheat detection in on-line games. In Proceedings of ACM NetGames 2008, pages 15–20. ACM Press, 2008. (doi:10.1145/1517494.1517497)

[Goodman and Verbrugge, 2008]
Josh Goodman and Clark Verbrugge. A peer auditing scheme for cheat elimination in MMOGs. In Proceedings of ACM NetGames 2008, pages 9–14. ACM Press, 2008. (doi:10.1145/1517494.1517496)

[Shirali-Shahreza and Shirali-Shahreza, 2008]
Mohammad Shirali-Shahreza and Sajad Shirali-Shahreza. A CAPTCHA system for Nintendo DS. In Proceedings of ACM NetGames 2008, pages 104–105. ACM Press, 2008. (doi:10.1145/1517494.1517518)

[Thawonmas et al., 2008]
Ruck Thawonmas, Yoshitaka Kashifuji, and Kuan-Ta Chen. Detection of MMORPG bots based on behavior analysis. In Proceedings of ACM ACE 2008, 2008.

[Kugisaki et al., 2007]
Yuji Kugisaki, Yoshiaki Kasahara, Yoshiaki Hori, and Kouichi Sakurai. Bot detection based on traffic analysis. In Proceedings of IEEE IPC 2007, pages 303–306, Washington, DC, USA, 2007. IEEE Computer Society. (doi:10.1109/IPC.2007.43)

[Schluessler et al., 2007]
Travis Schluessler, Stephen Goglin, and Erik Johnson. Is a bot at the controls? detecting input data attacks. In Proceedings of ACM NetGames 2007. ACM Press, 2007.

[Chen et al., 2006]
Kuan-Ta Chen, Jhih-Wei Jiang, Polly Huang, Hao-Hua Chu, Chin-Laung Lei, and Wen-Chin Chen. Identifying MMORPG bots: A traffic analysis approach. In Proceedings of ACM SIGCHI ACE 2006, Los Angeles, USA, June 2006.

[Golle and Ducheneaut, 2005]
Philippe Golle and Nicolas Ducheneaut. Preventing bots from playing online games. ACM Computers in Entertainment (CIE), 3, July 2005. (doi:10.1145/1077246.1077255)

[Top]


Computer-Human Interaction

[Ho et al., 2011]
Chien-Ju Ho, Chen-Chi Wu, Kuan-Ta Chen, and Chin-Luang Lei. DevilTyper: A game for CAPTCHA usability evaluation. ACM Computers in Entertainment, April 2011.

[Alankus et al., 2010]
Gazihan Alankus, Amanda Lazar, Matt May, and Caitlin Kelleher. Towards customizable games for stroke rehabilitation. In Proceedings of ACM CHI 2010, pages 2113–2122. ACM Press, 2010. (doi:10.1145/1753326.1753649)

[Berkovsky et al., 2010]
Shlomo Berkovsky, Mac Coombe, Jill Freyne, Dipak Bhandari, and Nilufar Baghaei. Physical activity motivating games: virtual rewards for real activity. In Proceedings of ACM CHI 2010, pages 243–252. ACM Press, 2010. (doi:10.1145/1753326.1753362)

[Chu Yew Yee et al., 2010]
Sharon Lynn Chu Yew Yee, Henry Been-Lirn Duh, and Francis Quek. Investigating narrative in mobile games for seniors. In Proceedings of ACM CHI 2010, pages 669–672. ACM Press, 2010. (doi:10.1145/1753326.1753424)

[Kirman et al., 2010]
Ben Kirman, Shaun Lawson, Conor Linehan, Francesco Martino, Luciano Gamberini, and Andrea Gaggioli. Improving social game engagement on facebook through enhanced socio-contextual information. In Proceedings of ACM CHI 2010, pages 1753–1756. ACM Press, 2010. (doi:10.1145/1753326.1753589)

[Pace et al., 2010]
Tyler Pace, Shaowen Bardzell, and Jeffrey Bardzell. The rogue in the lovely black dress: intimacy in World of Warcraft. In Proceedings of ACM CHI 2010, pages 233–242. ACM Press, 2010. (doi:10.1145/1753326.1753361)

[Seif El-Nasr et al., 2010]
Magy Seif El-Nasr, Bardia Aghabeigi, David Milam, Mona Erfani, Beth Lameman, Hamid Maygoli, and Sang Mah. Understanding and evaluating cooperative games. In Proceedings of ACM CHI 2010, pages 253–262. ACM Press, 2010. (doi:10.1145/1753326.1753363)

[Triebel et al., 2010]
Tonio Triebel, Sascha Schnaufer, Benjamin Guthier, Hendrik Lemelson, and Wolfgang Effelsberg. A real-world achievement system. In Proceedings of IEEE/ACM NetGames 2010. IEEE Press, 2010.

[Bell et al., 2009]
Marek Bell, Stuart Reeves, Barry Brown, Scott Sherwood, Donny MacMillan, John Ferguson, and Matthew Chalmers. EyeSpy: supporting navigation through play. In Proceedings of ACM CHI 2009, pages 123–132. ACM Press, 2009. (doi:10.1145/1518701.1518723)

[Chan et al., 2009]
Chia-Jung Chan, Ruck Thawonmas, and Kuan-Ta Chen. Automatic storytelling in comics: A case study on World of Warcraft. In Proceedings of ACM CHI 2009, 2009.

[Hacker and von Ahn, 2009]
Severin Hacker and Luis von Ahn. Matchin: eliciting user preferences with an online game. In Proceedings of ACM CHI 2009, pages 1207–1216. ACM Press, 2009. (doi:10.1145/1518701.1518882)

[Law and von Ahn, 2009]
Edith Law and Luis von Ahn. Input-agreement: a new mechanism for collecting data using human computation games. In Proceedings of ACM CHI 2009, pages 1197–1206. ACM Press, 2009. (doi:10.1145/1518701.1518881)

[Voida and Greenberg, 2009]
Amy Voida and Saul Greenberg. Wii all play: the console game as a computational meeting place. In Proceedings of ACM CHI 2009, pages 1559–1568. ACM Press, 2009. (doi:10.1145/1518701.1518940)

[Waern et al., 2009]
Annika Waern, Markus Montola, and Jaakko Stenros. The three-sixty illusion: designing for immersion in pervasive games. In Proceedings of ACM CHI 2009, pages 1549–1558. ACM Press, 2009. (doi:10.1145/1518701.1518939)

[Yun et al., 2009]
Chang Yun, Dvijesh Shastri, Ioannis Pavlidis, and Zhigang Deng. O' game, can you feel my frustration?: improving user's gaming experience via stresscam. In Proceedings of ACM CHI 2009, pages 2195–2204. ACM Press, 2009. (doi:10.1145/1518701.1519036)

[Thawonmas and Shuda, 2008]
Ruck Thawonmas and Tomonori Shuda. Comic layout for automatic comic generation from game log. In New Frontiers for Entertainment Computing, volume 279 of International Federation for Information Processing, pages 105–115. Springer Boston, 2008.

[Shamir et al., 2006]
Ariel Shamir, Michael Rubinstein, and Tomer Levinboim. Generating comics from 3D interactive computer graphics. IEEE Computer Graphics and Applications, pages 53–61, 2006.

[Top]


User Behavior Analysis

[Balint et al., 2010]
Mihaela Balint, Vlad Posea, Alexandru Dimitriu, and Alexandru Iosup. User behavior, social networking, and playing style in online and face to face bridge communities. In Proceedings of IEEE/ACM NetGames 2009. IEEE Press, 2010.

[Johnson et al., 2009]
N. F. Johnson, C. Xu, Z. Zhao, N. Ducheneaut, N. Yee, G. Tita, and P. Hui. Human group formation in online guilds and offline gangs driven by a common team dynamic. Physical Review, 2009.

[Miller and Crowcroft, 2009]
John L. Miller and Jon Crowcroft. Avatar movement in World of Warcraft battlegrounds. In Proceedings of IEEE/ACM NetGames 2009. IEEE Press, 2009.

[Oda et al., 2009]
Junichi Oda, Ruck Thawonmas, and Kuan-Ta Chen. Comparison of user trajectories based on coordinate data and state transitions. In Proceedings of IEEE IIHMSP 2009, 2009.

[Suznjevic et al., 2009]
Mirko Suznjevic, Ognjen Dobrijevic, and Maja Matijasevic. Hack, slash, and chat: a study of players' behavior and communication in MMORPGs. In Proceedings of IEEE/ACM NetGames 2009. IEEE Press, 2009.

[Tarng et al., 2009]
Pin-Yun Tarng, Kuan-Ta Chen, and Polly Huang. On prophesying online gamer departure. In Proceedings of IEEE/ACM NetGames 2009. IEEE Press, 2009.

[Thawonmas et al., 2009]
Ruck Thawonmas, Keisuke Yoshida, Jing-Kai Lou, and Kuan-Ta Chen. Analysis of area revisitation patterns in World of Warcarft. In Proceedings of IFIP ICEC 2009, 2009.

[La and Michiardi, 2008]
Chi-Anh La and Pietro Michiardi. Characterizing user mobility in Second Life. In Proceedings of ACM WOSP 2008, pages 79–84. ACM Press, 2008. (doi:10.1145/1397735.1397753)

[Liang et al., 2008]
Huiguang Liang, Ian Tay, Ming Feng Neo, Wei Tsang Ooi, and Mehul Motani. Avatar mobility in networked virtual environments: Measurements, analysis, and implications. CoRR, abs/0807.2328, 2008.

[Tarng et al., 2008]
Pin-Yun Tarng, Kuan-Ta Chen, and Polly Huang. An analysis of WoW players game hours. In Proceedings of ACM NetGames 2008, 2008.

[Varvello et al., 2008]
Matteo Varvello, Fabio Picconi, Christophe Diot, and Ernst Biersack. Is there life in Second Life?. In Proceedings of ACM CoNEXT 2008, Madrid, December 2008. ACM.

[Thawonmas et al., 2007]
Ruck Thawonmas, Masayoshi Kurashige, and Kuan-Ta Chen. Detection of landmarks for clustering of online-game players. In Proceedings of IFIP ICEC 2007, 2007.

[Zhuang et al., 2007]
Xinyu Zhuang, Ashwin Bharambe, Jeffrey Pang, and Srinivasan Seshan. Player dynamics in massively multiplayer online games. Tech Report CMU-CS-07-158, CMU, October 2007.

[Thawonmas et al., 2006]
Ruck Thawonmas, Masayoshi Kurashige, Keita Iizuka, and Mehmed Kantardzic. Clustering online game users based on their trails using self-organizing map. In Proceedings of IFIP ICEC 2006, pages 366–369, September 2006. (doi:10.1007/11872320_51)

[Chambers et al., 2005]
Chris Chambers, Wu-chang Feng, Sambit Sahu, and Debanjan Saha. Measurement-based characterization of a collection of on-line games. In Proceedings of ACM SIGCOMM IMC 2005, Berkeley, CA, USA, 2005. USENIX Association.

[Thawonmas and Hata, 2005]
Ruck Thawonmas and Katsuyoshi Hata. Aggregation of action symbol subsequences for discovery of online-game player characteristics using KeyGraph. In Proceedings of ICEC 2005, pages 126–135, September 2005.

[Chang and Feng, 2003]
Francis Chang and Wu-chang Feng. Modeling player session times of on-line games. In Proceedings of ACM NetGames 2003, pages 23–26. ACM Press, 2003. (doi:10.1145/963900.963902)

[Ding and Zhu, 2003]
Dawei Ding and Miaoling Zhu. A model of dynamic interest management: interaction analysis in collaborative virtual environment. In Proceedings of ACM VRST 2003, pages 223–230. ACM Press, 2003. (doi:10.1145/1008653.1008692)

[Ho et al., 2003]
Ji-Young Ho, Yoshitaka Matsumoto, and Ruck Thawonmas. MMOG player identification: A step toward CRM of MMOGs. In Proceedings of PRIMA 2003, pages 81–92, November 2003.

[Henderson, 2001]
Tristan Henderson. Latency and user behaviour on a multiplayer game server. In Proceedings of the ACM International COST264 Workshop on Networked Group Communication 2001. Springer-Verlag, 2001.

[Henderson and Bhatti, 2001]
Tristan Henderson and Saleem Bhatti. Modelling user behaviour in networked games. In Proceedings of ACM Multimedia 2001, pages 212–220. ACM Press, 2001. (doi:10.1145/500141.500175)

[Manninen, 2001]
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, 2000]
Tony Manninen. Interaction in networked virtual environments as communicative action — social theory and multi-player games. In Proceedings of CRIWG 2000, pages 154–157, Madeira, Portugal, October 2000.

[Top]


Quality of Service

[Chang et al., 2011]
Yu-Chun Chang, Po-Han Tseng, Kuan-Ta Chen, and Chin-Laung Lei. Understanding the performance of thin-client gaming. In Proceedings of IEEE CQR 2011, May 2011.

[Chen et al., 2011]
Kuan-Ta Chen, Chen-Chi Wu, Yu-Chun Chang, and Chin-Laung Lei. Quantifying QoS requirements of network services: A cheat-proof framework. In Proceedings of ACM Multimedia Systems 2011, February 2011.

[Tseng et al., 2011]
Po-Han Tseng, Nai-Ching Wang, Ruei-Min Lin, and Kuan-Ta Chen. On the battle between online gamers and lags. In Proceedings of IEEE CQR 2011, May 2011.

[Bredel and Fidler, 2010]
Michael Bredel and Markus Fidler. A measurement study regarding quality of service and its impact on multiplayer online games. In Proceedings of IEEE/ACM NetGames 2010. IEEE Press, 2010.

[Chang et al., 2010]
Yu-Chun Chang, Kuan-Ta Chen, Chen-Chi Wu, Chien-Ju Ho, and Chin-Laung Lei. Online game QoE evaluation using paired comparisons. In Proceedings of IEEE CQR 2010, June 2010.

[Ida et al., 2010]
Yoshiaki Ida, Yutaka Ishibashi, Norishige Fukushima, and Shinji Sugawara. QoE assessment of interactivity and fairness in first person shooting with group synchronization control. In Proceedings of IEEE/ACM NetGames 2010. IEEE Press, 2010.

[Kusunose et al., 2010]
Yuji Kusunose, Yutaka Ishibashi, Norishige Fukushima, and Shinji Sugawara. QoE assessment in networked air hockey game with haptic media. In Proceedings of IEEE/ACM NetGames 2010. IEEE Press, 2010.

[Lin et al., 2010]
Hsiang-Ho Lin, Chih-Yu Wang, and Hung-Yu Wei. Improving online game performance over IEEE 802.11n networks. In Proceedings of IEEE/ACM NetGames 2010. IEEE Press, 2010.

[Ly et al., 2010]
Cong Ly, Cheng-Hsin Hsu, and Mohamed Hefeeda. Improving online gaming quality using detour paths. In Proceedings of ACM Multimedia 2010, pages 55–64. ACM Press, 2010. (doi:10.1145/1873951.1873980)

[Chen et al., 2009]
Kuan-Ta Chen, Polly Huang, and Chin-Laung Lei. Effect of network quality on player departure behavior in online games. IEEE Transactions on Parallel and Distributed Systems, 20(5):593–606, May 2009.

[Lee et al., 2009]
Seokhee Lee, Yutaka Ishibashi, and JongWon Kim. Transparency analysis and haptic synchronization for transparency of force-reflecting teleoperation. In Proceedings of IEEE/ACM NetGames 2009. IEEE Press, 2009.

[But et al., 2008]
Jason But, Grenville Armitage, and Lawrence Stewart. Outsourcing automated QoS control of home routers for a better online game experience. IEEE Communications, 46(12):64–70, December 2008.

[Huang et al., 2008]
Te-Yuan Huang, Kuan-Ta Chen, Polly Huang, and Chin-Laung Lei. A generalizable methodology for quantifying user satisfaction. IEICE Transactions on Communications, May 2008.

[Zhang et al., 2008]
Kaiwen Zhang, Kem Bettina, and Alexandre Denault. Persistence in massively multiplayer online games. In Proceedings of ACM NetGames 2008, pages 53–58. ACM Press, 2008. (doi:10.1145/1517494.1517505)

[Brun et al., 2006]
Jeremy Brun, Farzad Safaei, and Paul Boustead. Managing latency and fairness in networked games. Communications of the ACM - Entertainment networking (CACM), 49(11):46–51, 2006. (doi:10.1145/1167838.1167861)

[Chen et al., 2006a]
Kuan-Ta Chen, Polly Huang, and Chin-Laung Lei. How sensitive are online gamers to network quality? Communications of the ACM - Entertainment networking (CACM), 49(11):34–38, November 2006. (doi:10.1145/1167838.1167859)

[Chen et al., 2006b]
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 2006, Barcelona, Spain, April 2006.

[Claypool and Claypool, 2006]
Mark Claypool and Kajal Claypool. Latency and player actions in online games. Communications of the ACM - Entertainment networking (CACM), 49(11):40–45, 2006. (doi:10.1145/1167838.1167860)

[Harrop and Armitage, 2006]
Warren Harrop and Grenville Armitage. Modifying first person shooter games to perform real time network monitoring and control tasks. In Proceedings of ACM NetGames 2006, Singapore, 30-31 October 2006.

[Hashimoto and Ishibashi, 2006]
Yousuke Hashimoto and Yutaka Ishibashi. Influences of network latency on interactivity in networked rock-paper-scissors. In Proceedings of ACM NetGames 2006. ACM Press, 2006. (doi:10.1145/1230040.1230091)

[Zhang et al., 2006]
Yi Zhang, Ling Chen, and Gencai Chen. Globally synchronized dead-reckoning with local lag for continuous distributed multiplayer games. In Proceedings of ACM NetGames 2006. ACM Press, 2006. (doi:10.1145/1230040.1230071)

[Aggarwal et al., 2005]
Sudhir Aggarwal, Hemant Banavar, Sarit Mukherjee, and Sampath Rangarajan. Fairness in dead-reckoning based distributed multi-player games. In Proceedings of ACM NetGames 2005. ACM Press, 2005. (doi:10.1145/1103599.1103608)

[Dick et al., 2005]
Matthias Dick, Oliver Wellnitz, and Lars Wolf. Analysis of factors affecting players' performance and perception in multiplayer games. In Proceedings of ACM NetGames 2005. ACM Press, 2005. (doi:10.1145/1103599.1103624)

[Fritsch et al., 2005]
Tobias Fritsch, Hartmut Ritter, and Jochen Schiller. The effect of latency and network limitations on MMORPGs: a field study of EverQuest2. In Proceedings of ACM NetGames 2005. ACM Press, 2005. (doi:10.1145/1103599.1103623)

[Yasui et al., 2005]
Takahiro Yasui, Yutaka Ishibashi, and Tomohito Ikedo. Influences of network latency and packet loss on consistency in networked racing games. In Proceedings of ACM NetGames 2005. ACM Press, 2005. (doi:10.1145/1103599.1103622)

[Zander et al., 2005]
Sebastian Zander, Ian Leeder, and Grenville Armitage. Achieving fairness in multiplayer network games through automated latency balancing. In Proceedings of ACM SIGCHI ACE 2005. ACM Press, 2005. (doi:10.1145/1178477.1178493)

[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 NetGames 2004, pages 161–165. ACM Press, 2004. (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 NetGames 2004, pages 157–160. ACM Press, 2004. (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 Proceedings of ACM NetGames 2004, 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 Proceedings of ACM NOSSDAV 2004, 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 NetGames 2004, 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 NetGames 2004, pages 121–128. ACM Press, 2004. (doi:10.1145/1016540.1016551)

[Zander and Armitage, 2004]
Sebastian Zander and Grenville Armitage. Empirically measuring the QoS sensitivity of interactive online game players. In Proceedings of the Australian Telecommunications Networks and Applications Conference 2004, pages 511–518, 2004.

[Armitage, 2003]
Grenville Armitage. An experimental estimation of latency sensitivity in multiplayer Quake 3. In Proceedings of IEEE ICON 2003, 2003.

[Henderson and Bhatti, 2003]
Tristan Henderson and Saleem Bhatti. Networked games: a QoS-sensitive application for QoS-insensitive users? In Proceedings of ACM SIGCOMM RIPQoS 2003, 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 Proceedings of ACM NetGames 2003, pages 63–71. ACM Press, 2003. (doi:10.1145/963900.963906)

[Oliveira and Henderson, 2003]
Manuel Oliveira and Tristan Henderson. What online gamers really think of the Internet? In Proceedings of ACM NetGames 2003, pages 185–193. ACM Press, 2003. (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 Proceedings of ACM NetGames 2003, 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 ACM NOSSDAV 2002, pages 23–29. ACM Press, 2002. (doi:10.1145/507670.507674)

[Pantel and Wolf, 2002b]
Lothar Pantel and Lars C. Wolf. On the suitability of dead reckoning schemes for games. In Proceedings of ACM NetGames 2002, 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 Games Developers Conference, San Jose, CA, March 2001.

[Park and Kenyon, 1999]
Kyoung Shin Park and Robert V. Kenyon. Effects of network characteristics on human performance in a collaborative virtual environment. In Proceedings of the IEEE Virtual Reality Conference, pages 104–111. IEEE Press, March 1999. (doi:10.1109/VR.1999.756940)

[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.

[Top]


Network Protocols

[Chen and Verbrugge, 2010]
Tom Ching Ling Chen and Clark Verbrugge. A protocol for distributed collision detection. In Proceedings of IEEE/ACM NetGames 2010. IEEE Press, 2010.

[Wu et al., 2009]
Chen-Chi Wu, Kuan-Ta Chen, Chih-Ming Chen, Polly Huang, and Chin-Laung Lei. On the challenge and design of transport protocols for MMORPGs. Multimedia Tools and Applications (special issue on Massively Multiuser Online Gaming Systems and Applications), pages 7–32, 2009.

[Chen et al., 2008]
Chih-Ming Chen, Te-Yuang Huang, Kuan-Ta Chen, and Polly Huang. Quantifying the effect of content-based transport strategies for online role playing games. In Proceedings of ACM NetGames 2008, 2008.

[Chen et al., 2006]
Kuan-Ta Chen, Chun-Ying Huang, Polly Huang, and Chin-Laung Lei. An empirical evaluation of TCP performance in online games. In Proceedings of ACM SIGCHI ACE 2006, Los Angeles, USA, June 2006.

[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 SPIE 2002, 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]
Laurent Gautier, Christophe Diot, and Jim Kurose. End-to-end transmission control mechanisms for multiparty interactive applications in the Internet. In Proceedings of IEEE INFOCOM 1999, March 1999.

[Ko and Choi, 1999]
Dong-Il Ko and Yanghee Choi. Design of network protocols for distributed virtual environments. In Proceedings of IEEE ICMCS 1999, volume 2, pages 408–413. IEEE Press, June 1999.

[Top]


System Design / Architecture

[Anand et al., 2010]
Bhojan Anand, Karthik Thirugnanam, Le Thanh Long, Duc-Dung Pham, Akhihebbal L. Ananda, Rajesh Krishna Balan, and Mun Choon Chan. Arivu: power-aware middleware for multiplayer mobile games. In Proceedings of IEEE/ACM NetGames 2010. IEEE Press, 2010.

[Farooq and Glauert, 2010]
Umar Farooq and John Glauert. Time management for virtual worlds based on constrained communication model. In Proceedings of IEEE/ACM NetGames 2010. IEEE Press, 2010.

[Harvey et al., 2010]
R. Cameron Harvey, Ahmed Hamza, Cong Ly, and Mohamed Hefeeda. Energy-efficient gaming on mobile devices using dead reckoning-based power management. In Proceedings of IEEE/ACM NetGames 2010. IEEE Press, 2010.

[Huang et al., 2010]
Pingguo Huang, Yutaka Ishibashi, Norishige Fukushima, and Shinji Sugawara. Interactivity improvement of group synchronization control in collaborative haptic play with building blocks. In Proceedings of IEEE/ACM NetGames 2010. IEEE Press, 2010.

[Lake et al., 2010]
Dan Lake, Mic Bowman, and Huaiyu Liu. Distributed scene graph to enable thousands of interacting users in a virtual environment. In Proceedings of IEEE/ACM NetGames 2010. IEEE Press, 2010.

[Lee and Chen, 2010]
Yeng-Ting Lee and Kuan-Ta Chen. Is server consolidation beneficial to MMORPG? a case study of World of Warcraft. In Proceedings of IEEE CLOUD 2010, July 2010.

[Najaran and Krasic, 2010]
Mahdi Tayarani Najaran and Charles Krasic. Scaling online games with adaptive interest management in the cloud. In Proceedings of IEEE/ACM NetGames 2010. IEEE Press, 2010.

[Rahimi et al., 2010]
Hesam Rahimi, Saurabh Ratti, Ali Asghar Nazari Shirehjini, and Shervin Shirmohammadi. Unsynchronized multiplayer networked games: feasibility with time rewind. In Proceedings of IEEE/ACM NetGames 2010. IEEE Press, 2010.

[Albano et al., 2009]
Michele Albano, Antonio Quartulli, Laura Ricci, and Luca Genovali. AOI cast by tolerance based compass routing in distributed virtual environments. In Proceedings of IEEE/ACM NetGames 2009. IEEE Press, 2009.

[Beskow et al., 2009]
Paul B. Beskow, Geir A. Erikstad, Pål Halvorsen, and Carsten Griwodz. Evaluating Ginnungagap: a middleware for migration of partial game-state utilizing core-selection for latency reduction. In Proceedings of IEEE/ACM NetGames 2009. IEEE Press, 2009.

[Ghaffari et al., 2009]
Mohsen Ghaffari, Behnoosh Hariri, and Shervin Shirmohammadi. A delaunay triangulation architecture supporting churn and user mobility in MMVEs. In Proceedings of ACM NOSSDAV 2009. ACM Press, 2009.

[Hildebrandt et al., 2009]
Tomas Hildebrandt, Sonja Bergsträßer, Christoph Rensing, and Ralf Steinmetz. Capturing and storing profile information for gamers playing multiplayer online games. In Proceedings of IEEE/ACM NetGames 2009. IEEE Press, 2009.

[Nae et al., 2009]
Vlad Nae, Radu Prodan, Thomas Fahringer, and Alexandru Iosup. The impact of virtualization on the performance of massively multiplayer online games. In Proceedings of IEEE/ACM NetGames 2009. IEEE Press, 2009.

[Ratti et al., 2009]
Saurabh Ratti, Colin Towle, Pascal Proulx, and Shervin Shirmohammadi. FizzX: multiplayer time manipulation in networked games. In Proceedings of IEEE/ACM NetGames 2009. IEEE Press, 2009.

[Varvello et al., 2009]
Matteo Varvello, Stefano Ferrari, Ernst Biersack, and Christophe Diot. Distributed avatar management for Second Life. In Proceedings of IEEE/ACM NetGames 2009. IEEE Press, 2009.

[Zender et al., 2009]
Raphael Zender, Ulrike Lucke, Dennis Maciuszek, and Alke Martens. Interconnection of game worlds and physical environments in educational settings. In Proceedings of IEEE/ACM NetGames 2009. IEEE Press, 2009.

[Armitage, 2008]
Grenville Armitage. Optimising online FPS game server discovery through clustering servers by origin autonomous system. In Proceedings of ACM NOSSDAV 2008, pages 3–8. ACM Press, 2008. (doi:10.1145/1496046.1496048)

[Beskow et al., 2008]
Paul B. Beskow, Knut-Helge Vik, Pål Halvorsen, and Carsten Griwodz. Latency reduction by dynamic core selection and partial migration of game state. In Proceedings of ACM NetGames 2008, pages 79–84. ACM Press, 2008. (doi:10.1145/1517494.1517511)

[El Merhebi et al., 2008]
Souad El Merhebi, Jean-Christophe Hoelt, Patrice Torguet, and Jean-Pierre Jessel. Perception based filtering for MMOGs. International Journal of Computer Games Technology - Joint International Conference on Cyber Games and Interactive Entertainment 2006, 2008, April 2008.

[Jardine and Zappala, 2008]
Jared Jardine and Daniel Zappala. A hybrid architecture for massively multiplayer online games. In Proceedings of ACM NetGames 2008, pages 60–65. ACM Press, 2008. (doi:10.1145/1517494.1517507)

[Petlund et al., 2008]
Andreas Petlund, Kristian Evensen, Pål Halvorsen, and Carsten Griwodz. Improving application layer latency for reliable thin-stream game traffic. In Proceedings of ACM NetGames 2008, pages 91–96. ACM Press, 2008. (doi:10.1145/1517494.1517513)

[Ploss et al., 2008]
Alexander Ploss, Stefan Wichmann, Frank Glinka, and Sergei Gorlatch. From a single- to multi-server online game: A Quake 3 case study using RTF. In Proceedings of ACE 2008. ACM Press, December 2008.

[Prasetya and da Wu, 2008]
Kusno Prasetya and Zheng da Wu. Performance analysis of game world partitioning methods for multiplayer mobile gaming. In Proceedings of ACM NetGames 2008, pages 72–77. ACM Press, 2008. (doi:10.1145/1517494.1517509)

[Quax et al., 2008]
Peter Quax, Jeroen Dierckx, Bart Cornelissen, Gert Vansichem, and Wim Lamotte. Dynamic server allocation in a real-life deployable communications architecture for networked games. In Proceedings of ACM NetGames 2008, pages 66–71. ACM Press, 2008. (doi:10.1145/1517494.1517508)

[Russell et al., 2008]
George Russell, Alastair F. Donaldson, and Paul Sheppard. Tackling online game development problems with a novel network scripting language. In Proceedings of ACM NetGames 2008, pages 85–90. ACM Press, 2008. (doi:10.1145/1517494.1517512)

[Seeger et al., 2008]
Christian Seeger, Bettina Kem, Patric Kabus, and Alejandro Buchmann. Area-based gossip multicast. In Proceedings of ACM NetGames 2008, pages 40–45. ACM Press, 2008. (doi:10.1145/1517494.1517502)

[Zhang et al., 2008]
Kaiwen Zhang, Bettina Kemme, and Alexandre Denault. Persistence in massively multiplayer online games. In Proceedings of ACM NetGames 2008, 2008.

[Cheung and Sakamoto, 2007]
Gene Cheung and Takashi Sakamoto. Construction and scheduling of extrapolated parity packets for dead reckoning in network gaming. In Proceedings of ACM NetGames 2007, pages 61–66. ACM Press, 2007.

[Khan et al., 2007]
Abdul Malik Khan, Sophie Chabridon, and Antoine Beugnard. Synchronization medium: A consistency maintenance component for mobile multiplayer games. In Proceedings of ACM NetGames 2007, pages 99–104. ACM Press, 2007.

[Pittman and Gauthier Dickey, 2007]
Daniel Pittman and Chris Gauthier Dickey. A measurement study of virtual populations in massively multiplayer online games. In Proceedings of ACM NetGames 2007, pages 25–30. ACM Press, 2007.

[Rueda et al., 2007]
Silvia Rueda, Pedro Morillo, and Juan M. Orduna. A saturation avoidance technique for peer-to-peer distributed virtual environments. In Proceedings of the International Conference on Cyberworlds, pages 171–178, Los Alamitos, CA, USA, 2007. IEEE Computer Society. (doi:10.1109/CW.2007.15)

[Torki et al., 2007]
Samir Torki, Patrice Torguet, and Cédric Sanza. Optimizing dead reckoning with classifier systems. In Proceedings of Euro-SIW 2007. Simulation Interoperability Standards Organization (SISO), June 2007.

[Bharambe et al., 2006]
Ashwin R. Bharambe, Jeffrey Pang, and Srinivasan Seshan. Colyseus: A distributed architecture for online multiplayer games. In In Proceedings of NSDI 2006. USENIX Press, 2006.

[Boulanger et al., 2006]
Jean-Sébastien Boulanger, Jörg Kienzle, and Clark Verbrugge. Comparing interest management algorithms for massively multiplayer games. In Proceedings of ACM NetGames 2006. ACM Press, 2006. (doi:10.1145/1230040.1230069)

[Fletcher et al., 2006]
Robert D. S. Fletcher, T. C. Nicholas Graham, and Christopher Wolfe. Plug-replaceable consistency maintenance for multiplayer games. In Proceedings of ACM NetGames 2006. ACM Press, 2006. (doi:10.1145/1230040.1230044)

[Liang and Boustead, 2006]
Dingliang Liang and Paul Boustead. Using local lag and timewarp to improve performance for real life multi-player online games. In Proceedings of ACM NetGames 2006. ACM Press, 2006. (doi:10.1145/1230040.1230047)

[Lin et al., 2006]
Yi Lin, Bettina Kemme, Marta Patino-Martinez, and Ricardo Jimenez-Peris. Applying database replication to multi-player online games. In Proceedings of ACM NetGames 2006. ACM Press, 2006. (doi:10.1145/1230040.1230080)

[Müller et al., 2006]
Jens Müller, Andreas Gössling, and Sergei Gorlatch. On correctness of scalable multi-server state replication in online games. In Proceedings of ACM NetGames 2006. ACM Press, 2006. (doi:10.1145/1230040.1230088)

[Vik et al., 2006]
Knut-Helge Vik, Carsten Griwodz, and Pål Halvorsen. Applicability of group communication for increased scalability in MMOGs. In Proceedings of ACM NetGames 2006. ACM Press, 2006. (doi:10.1145/1230040.1230065)

[de Carpentier and Bidarra, 2005]
Giliam J.P. de Carpentier and Rafael Bidarra. Behavioral assumption-based prediction for high-latency hiding in mobile games. In Proceedings of CGAMES 2005, pages 83–88, Angouleme, France, November 2005.

[Liu et al., 2005]
Elvis S. Liu, Milo K. Yip, and Gino Yu. Scalable interest management for multidimensional routing space. In Proceedings of ACM VRST 2005, pages 82–85. ACM Press, 2005. (doi:10.1145/1101616.1101633)

[Yamamoto et al., 2005]
Shinya Yamamoto, Yoshihiro Murata, Keiichi Yasumoto, and Minoru Ito. A distributed event delivery method with load balancing for MMORPG. In Proceedings of ACM NetGames 2005. ACM Press, 2005. (doi:10.1145/1103599.1103610)

[Anthes et al., 2004]
Christoph Anthes, Paul Heinzlreiter, and Jens Volkert. An adaptive network architecture for close-coupled collaboration in distributed virtual environments. In Proceedings of ACM SIGGRAPH VRCAI 2004, pages 382–385. ACM Press, 2004. (doi:10.1145/1044588.1044671)

[Bartlett, 2004]
Robert Bartlett. A categorisation model for distributed virtual environments. In Proceedings of IEEE IPDPS 2004. IEEE Press, 2004.

[Li et al., 2004]
Frederick W. B. Li, Rynson W. H. Lau, and Danny Kilis. GameOD: an Internet based game-on-demand framework. In Proceedings of ACM VRST 2004, pages 129–136. ACM Press, 2004. (doi:10.1145/1077534.1077559)

[Mauve et al., 2004]
M. Mauve, J. Vogel, V. Hilt, and W. Effelsberg. Local-lag and timewarp: providing consistency for replicated continuous applications. IEEE Transactions on Multimedia, 6:47–57, 2004.

[Muller et al., 2004]
Jens Muller, Stefan Fischer, Sergei Gorlatch, and Martin Mauve. A proxy server-network for real-time computer game. In Proceedings of Euro-Par 2004, volume 3149 of Lecture Notes in Computer Science, pages 606–613. Springer-Verlag, 2004.

[Nguyen et al., 2004]
Cong Duc Nguyen, Farzad Safaei, and Paul Boustead. A distributed server architecture for providing immersive audio communication to massively multiplayer online games. In Proceedings of ICON 2004, pages 170–176, November 2004.

[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 NetGames 2004, pages 111–115. ACM Press, 2004. (doi:10.1145/1016540.1016548)

[Storey et al., 2004]
Kier Storey, Fengyun Lu, and Graham Morgan. Determining collisions between moving spheres for distributed virtual environments. In Proceedings of the Computer Graphics International 2004, pages 140–147, 2004.

[Wang et al., 2004]
Zonghui Wang, Xiaohong Jiang, and Jiaoying Shi. HIVE: a highly scalable framework for DVE. In Proceedings of IEEE VR 2004, pages 261–262, March 2004.

[Duncan and Gracanin, 2003]
Thomas P. Duncan and Denis Gracanin. Pre-reckoning algorithm for distributed virtual environments. In Proceedings of the IEEE Winter Simulation Conference 2003, volume 2, pages 1086 – 1093. IEEE Press, December 2003.

[Guo et al., 2003]
Katherine Guo, Sarit Mukherjee, Sampath Rangarajan, and Sanjoy Paul. A fair message exchange framework for distributed multi-player games. In Proceedings of ACM NetGames 2003, pages 29–41. ACM Press, 2003. (doi:10.1145/963900.963903)

[Lee and Lee, 2003]
Kyungmin Lee and Dongman Lee. A scalable dynamic load distribution scheme for multi-server distributed virtual environment systems with highly-skewed user distribution. In Proceedings of ACM VRST 2003, pages 160–168. ACM Press, 2003. (doi:10.1145/1008653.1008681)

[Nguyen et al., 2003]
Ta Nguyen, Binh Duong, and Suiping Zhou. A dynamic load sharing algorithm for massively multiplayer online games. In Proceedings of IEEE ICON 2003. IEEE Press, October 2003.

[Pellegrino and Dovrolis, 2003]
Joseph D. Pellegrino and Constantinos Dovrolis. Bandwidth requirement and state consistency in three multiplayer game architectures. In Proceedings of ACM NetGames 2003, pages 52–59. ACM Press, 2003. (doi:10.1145/963900.963905)

[Steed and Abou-Haidar, 2003]
Anthony Steed and Roula Abou-Haidar. Partitioning crowded virtual environments. In Proceedings of ACM VRST 2003, pages 7–14. ACM Press, 2003. (doi:10.1145/1008653.1008658)

[Zhou et al., 2003]
Suiping Zhou, Wentong Cai, Stephen J. Turner, and Hanfeng Zhao. A consistency model for evaluating distributed virtual environments. In Proceedings of Cyberworlds 2003, pages 85–91, 2003.

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

[Lee et al., 2002]
Dongman Lee, Mingyu Lim, and Seunghyun Han. ATLAS: a scalable network framework for distributed virtual environments. In Proceedings of ACM CVE 2002, pages 47–54. ACM Press, 2002. (doi:10.1145/571878.571886)

[Lin et al., 2002]
Yow-Jian Lin, Katherine Guo, and Sanjoy Paul. Sync-MS: Synchronized messaging service for real-time multi-player distributed games. In Proceedings of Network Protocols 2002, pages 155–164, November 2002.

[Mauve et al., 2002]
Martin Mauve, Stefan Fischer, and Jörg Widmer. A generic proxy system for networked computer games. In Proceedings of ACM NetGames 2002, 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.

[Lee et al., 2001]
Eunhee Lee, Dongman Lee, Seunghyun Han, and Soon J. Hyun. Prediction-based concurrency control for a large scale networked virtual environment supporting various navigation speeds. In Proceedings of ACM VRST 2001, pages 127–134. ACM Press, 2001. (doi:10.1145/505008.505034)

[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 DIS-RT 2000, pages 31–38, San Francisco, CA, August 2000.

[Mauve, 2000]
Martin Mauve. How to keep a dead man from shooting. In Proceedings of IDMS 2000, pages 199–204, Enschede, The Netherlands, 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 International Conference on Information, Communications and Signal Processing (ICICS 1997), pages 1815–1819, Singapore, September 1997.

[Chiueh, 1997]
Tzi-cker Chiueh. Distributed systems support for networked games. In Proceedings of the Workshop on Hot Topics in Operating Systems (HotOS-VI), pages 99–104, Cape Cod, MA, May 1997. IEEE Computer Society.

[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 Distributed Simulation Symposium 1997, 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 (VRAIS), pages 222–229, Santa Clara, CA, April 1996.

[Morse, 1996]
Katherine L. Morse. Interest management in large-scale distributed simulations. Technical Report ICS-TR-96-27, University of California, Irvine, 1996.

[Top]


Architecture: Client-Server / Cloud

[Bossard et al., 2010]
David Bossard, Francesco D'Andria, Theo Dimitrakos, and Angelo Gaeta. Virtual hosting environments for online gaming. In Grid and Cloud Computing, pages 191–212. Springer Berlin Heidelberg, 2010.

[Armitage, 2008]
Grenville Armitage. Optimising online FPS game server discovery through clustering servers by origin autonomous system. In Proceedings of ACM NOSSDAV 2008. ACM Press, 2008. (doi:10.1145/1496046.1496048)

[Chambers et al., 2006]
Chris Chambers, Wu-chang Feng, and Wu-chi Feng. Towards public server MMOs. In Proceedings of ACM NetGames 2006. ACM Press, 2006. (doi:10.1145/1230040.1230066)

[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 Proceedings of ACM PPoPP 2005. 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 Proceedings of ACM NetGames 2005, 2005.

[Lee et al., 2004]
Kang-Won Lee, Bong-Jun Ko, and Seraphin Calo. Adaptive server selection for large scale interactive online games. In Proceedings of ACM NOSSDAV 2004, pages 152–157. ACM Press, 2004. (doi:10.1145/1005847.1005880)

[Henderson, 2002]
Tristan Henderson. Observations on game server discovery mechanisms. In Proceedings of ACM NetGames 2002, pages 47–52. ACM Press, 2002. (doi:10.1145/566500.566507)

[Top]


Architecture: Peer to Peer / Overlay Networks

[Carlini et al., 2010]
Emanuele Carlini, Massimo Coppola, and Laura Ricci. Integration of P2P and clouds to support massively multiuser virtual environments. In Proceedings of IEEE/ACM NetGames 2010. IEEE Press, 2010.

[Fan et al., 2010]
Lu Fan, Phil Trinder, and Hamish Taylor. Design issues for peer-to-peer massively multiplayer online games. International Journal of Advanced Media and Communication, 4:108–125, March 2010. (doi:10.1504/IJAMC.2010.032138)

[Hu et al., 2010]
Shun-Yun Hu, Jehn-Ruey Jiang, and Bing-Yu Chen. Peer-to-peer 3D streaming. IEEE Internet Computing, 14:54–61, 2010. (doi:10.1109/MIC.2009.98)

[Miller and Crowcroft, 2010]
John L. Miller and Jon Crowcroft. The near-term feasibility of P2P MMOG's. In Proceedings of IEEE/ACM NetGames 2010. IEEE Press, 2010.

[Wang et al., 2010]
Wei Wang, Jin-Yuan Jia, Yang Yu, and Shun-Yun Hu. Progressive cache replacement for massive peer-to-peer WebVR worlds. In Proceedings of IEEE/ACM NetGames 2010. IEEE Press, 2010.

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Chien-Hao Chien, Shun-Yun Hu, and Jehn-Ruey Jiang. Bandwidth-aware peer-to-peer 3D streaming. In Proceedings of IEEE/ACM NetGames 2009. IEEE Press, 2009.

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Daryl Seah, Wai Kay Leong, Qingwei Yang, Ben Leong, and Ali Razeen. Peer NAT proxies for peer-to-peer games. In Proceedings of IEEE/ACM NetGames 2009. IEEE Press, 2009.

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Richard Süselbeck, Gregor Schiele, and Christian Becker. Peer-to-peer support for low-latency massively multiplayer online games in the cloud. In Proceedings of IEEE/ACM NetGames 2009. IEEE Press, 2009.

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Ashwin Bharambe, John R. Douceur, Jacob R. Lorch, Thomas Moscibroda, Jeffrey Pang, Srinivasan Seshan, and Xinyu Zhuang. Donnybrook: Enabling large-scale, high-speed, peer-to-peer games. ACM SIGCOMM Computer Communication Review, 38(4):389–400, 2008.

[Buyukkaya and Abdallah, 2008]
Eliya Buyukkaya and Maha Abdallah. Efficient triangulation for P2P networked virtual environments. In Proceedings of ACM NetGames 2008, pages 34–39. ACM Press, 2008. (doi:10.1145/1517494.1517501)

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Guan-Yu Huang, Shun-Yun Hu, and Jehn-Ruey Jiang. Scalable reputation management with trustworthy user selection for P2P MMOGs. International Journal of Advanced Media and Communication, 2:380–401, December 2008.

[Jardine and Zappala, 2008]
Jared Jardine and Daniel Zappala. A hybrid architecture for massively multiplayer online games. In Proceedings of ACM NetGames 2008, pages 60–65. ACM Press, 2008. (doi:10.1145/1517494.1517507)

[Krause, 2008]
Stephan Krause. A case for mutual notification: a survey of P2P protocols for massively multiplayer online games. In Proceedings of ACM NetGames 2008, pages 28–33. ACM Press, 2008. (doi:10.1145/1517494.1517500)

[Schmieg et al., 2008]
Arne Schmieg, Michael Stieler, Sebastian Jeckel, Patric Kabus, Bettina Kemme, and Alejandro Buchmann. pSense - maintaining a dynamic localized peer-to-peer structure for position based multicast in games. In Proceedings of IEEE P2P 2008, pages 247–256, Washington, DC, USA, 2008. IEEE Computer Society. (doi:10.1109/P2P.2008.20)

[Chan et al., 2007]
Luther Chan, James Yong, Jiaqiang Bai, Ben Leong, and Raymond Tan. Hydra: A massively-multiplayer peer-to-peer architecture for the game developer. In Proceedings of ACM NetGames 2007, pages 37–42. ACM Press, 2007.

[Fan et al., 2007]
Lu Fan, Hamish Taylor, and Phil Trinder. Mediator: A design framework for P2P MMOGs. In Proceedings of ACM NetGames 2007. ACM Press, 2007.

[Helge and Stefan, 2007]
Backhaus Helge and Krause Stefan. Gain and loss of a Voronoi-based peer-to-peer approach for MMOG. In Proceedings of ACM NetGames 2007. ACM Press, 2007.

[Neumann et al., 2007]
Christoph Neumann, Nicolas Prigent, Matteo Varvello, and Kyoungwon Suh. Challenges in peer-to-peer gaming. ACM SIGCOMM Computer Communication Review, 37(1):79–82, 2007. (doi:10.1145/1198255.1198269)

[Pang et al., 2007]
Jeffrey Pang, Frank Uyeda, and Jacob R. Lorch. Scaling peer-to-peer games in low-bandwidth environments. In Proceedings of IEEE IPTPS 2007, February 2007.

[Varvello et al., 2007]
Matteo Varvello, Ernst Biersack, and Christophe Diot. Dynamic clustering in delaunay-based P2P networked virtual environments. In Proceedings of ACM NetGames 2007, pages 105–110. ACM Press, 2007.

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Steven Webb, Sieteng Soh, and William Lau. RACS: a referee anti-cheat scheme for P2P gaming. In Proceedings of ACM NOSSDAV 2007, pages 37–42, 2007.

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Romain Cavagna, Christian Bouville, and Jerome Royan. P2P network for very large virtual environment. In Proceedings of ACM VRST 2006, pages 269–276. ACM Press, 2006. (doi:10.1145/1180495.1180551)

[Chen and Lei, 2006]
Kuan-Ta Chen and Chin-Laung Lei. Network game design: Hints and implications of player interaction. In Proceedings of ACM NetGames 2006, Singapore, October 2006.

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A.B. Corman, S. Douglas, P. Schachte, and V. Teague. A secure event agreement (SEA) protocol for peer-to-peer games. In International Conference on Availability, Reliability and Security, pages 34–41, Washington, DC, USA, April 2006. IEEE Computer Society.

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Stefano Ferretti and Marco Roccetti. Game time modelling for cheating detection in P2P MOGs: a case study with a fast rate cheat. In Proceedings of ACM NetGames 2006. ACM Press, 2006. (doi:10.1145/1230040.1230045)

[Kawano and Yonekura, 2006]
Yoshihiro Kawano and Tatsuhiro Yonekura. Count down protocol: asynchronous consistent protocol in P2P virtual ball game. In Proceedings of ACM NetGames 2006. ACM Press, 2006. (doi:10.1145/1230040.1230042)

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Zhizhi Zhou, Hao Wang, Jin Zhou, Li Tang, Kai Li, Weibo Zheng, and Meiqi Fang. Pigeon: a framework for testing peer-to-peer massively multiplayer online games over heterogeneous network. In Proceedings of IEEE CCNC 2006, volume 2, pages 1028–1032, January 2006.

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Chris Gauthier Dickey, Virginia Lo, and Daniel Zappala. Using n-trees for scalable event ordering in peer-to-peer games. In Proceedings of ACM NOSSDAV 2005, pages 87–92. ACM Press, 2005. (doi:10.1145/1065983.1066005)

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Pedro Morillo, Juan M. Orduna, Marcos Fernández, and José Duato. Improving the performance of distributed virtual environment systems. IEEE Transactions on Parallel Distribution System, 16(7):637–649, 2005.

[St. John and Levine, 2005]
Aaron St. John and Brian Neil Levine. Supporting P2P gaming when players have heterogeneous resources. In Proceedings of ACM NOSSDAV 2005. ACM Press, 2005. (doi:10.1145/1065983.1065985)

[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 Proceedings of ACM NOSSDAV 2005, pages 99–104. ACM Press, 2005. (doi:10.1145/1065983.1066007)

[Gauthier 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 Proceedings of ACM NOSSDAV 2004, pages 134–139. ACM Press, 2004. (doi:10.1145/1005847.1005877)

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

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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 NetGames 2004, pages 116–120. ACM Press, 2004. (doi:10.1145/1016540.1016549)

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Madjid Merabti and Abdennour El Rhalibi. Peer-to-peer architecture and protocol for a massively multiplayer online game. In Proceedings of IEEE GlobeCom 2004, pages 519–528. IEEE Press, December 2004.

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S. Rooney, D. Bauer, and R. Deydier. A federated peer-to-peer network game architecture. IEEE Communications, 42(5):114–122, 2004.

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Tatsuhiro Yonekura, Yoshihiro Kawano, and Dai Hanawa. Peer-to-peer networked field-type virtual environment by using AtoZ. In Proceedings of IEEE Cyberworlds 2004, pages 241–248. IEEE Press, November 2004.

[Keller and Simon, 2003]
Joaquín Keller and Gwendal Simon. Solipsis: a massively multi-participant virtual world. In Proceedings of the International Conference on Parallel & Distributed Techniques & Applications (PDPTA 2003), pages 262–268. CSREA Press, 2003.

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Y. Kawahara, H. Morikawa, and T. Aoyama. A peer-to-peer message exchange scheme for large scale networked virtual environments. In Proceedings of the International Conference on Communication Systems, 2002.

[Lui and Chan, 2002]
John C. S. Lui and M. F. Chan. An efficient partitioning algorithm for distributed virtual environment systems. IEEE Transactions on Parallel and Distributed Systems, 13(3):193–211, 2002. (doi:10.1109/71.993202)

[Top]


Game Design Experience

[Armitage and Heyde, 2011]
Grenville Armitage and Amiel Heyde. REED: Optimising first person shooter game server discovery using network coordinates. ACM Transactions on Multimedia Computing, Communications and Applications (TOMCCAP), 2011.

[Iosup, 2009]
Alexandru Iosup. Player-customized puzzle instance generation for massively multiplayer online games. In Proceedings of IEEE/ACM NetGames 2009. IEEE Press, 2009.

[Steed and Oliveira, 2009]
Anthony Steed and Manuel Oliveira. Networked graphics: building networked games and virtual environments. Elsevier, November 2009.

[Armitage, 2008]
Grenville Armitage. Discovering first person shooter game servers online - techniques and challenges. International Journal of Advanced Media and Communication (IJAMC), 2(4):402–414, 2008.

[Dibbell, 2008]
Julian Dibbell. The decline and fall of an ultra rich online gaming empire. Wired Magazine, November 2008.

[Gran and Reinemo, 2008]
Ernst Gunnar Gran and Sven-Arne Reinemo. Dragon kill points: loot distribution in MMORPGs. In Proceedings of ACM NetGames 2008, pages 100–101. ACM, 2008. (doi:10.1145/1517494.1517516)

[Armitage et al., 2006]
Grenville Armitage, Mark Claypool, and Philip Branch. Networking and Online Games - Understanding and Engineering Multiplayer Internet Games. John Wiley & Sons, UK, 2006.

[Isla, 2005]
Damian Isla. Handling complexity in the Halo 2 AI. In Proceedings of GDC 2005, 2005.

[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 GDC 2001, 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, 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 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 International Conference on Virtual System 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.

[Top]


Psychology

[Shin and Shin, 2011]
Dong-Hee Shin and Youn-Joo Shin. Why do people play social network games?. Computers in Human Behavior, 27:852–861, March 2011. (doi:10.1016/j.chb.2010.11.010)

[Yee et al., 2011]
Nick Yee, H. Harris, M. Jabon, and J.N. Bailenson. The expression of personality in virtual worlds. Social Psychology and Personality Science, 2011.

[Caplan et al., 2009]
S. Caplan, D. Williams, and Nick Yee. Problematic internet use and psychosocial well-being among MMO players. Computers in Human Behavior, pages 1312–1319, 2009.

[Yee, 2006]
Nick Yee. Motivations for play in online games. CyberPsychology & Behavior, 9(6):772–775, December 2006.

[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 Proceedings of ACM CSCW 2004, pages 360–369. ACM Press, 2004. (doi:10.1145/1031607.1031667)

[Top]


Statistics

[DFC Intelligence]
DFC Intelligence. Online game market forecasts.

[Geel]
Ibe Van Geel. MMOData charts version 3.4 is live!.

[Top]



Sheng-Wei Chen (also known as Kuan-Ta Chen)
http://www.iis.sinica.edu.tw/~swc 
Last Update September 28, 2019