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Online gaming, a large market with hundreds of millions of active players, is still struggling to scale without risky investments in infrastructure. In this work, we propose a cloudbased platform to massivize online gaming—the challenges and opportunities of scaling on-demand, while paying only for what is used. We discuss the major aspects of cloud-based gaming, virtual-world management, game-data...
Spurred by the rapid development of the gaming industry and the expansion of Online Meta-Gaming Networks (OMGNs), many gaming studies and measurements have been conducted in recent years. However, few or no traces of games and OMGNs are publicly available to game researchers and practitioners. Moreover, the few traces that are available are shared using diverse formats. This situation is an obstacle...
Online match-based games, such as the online versions of the board game of chess, have already captured a global audience of tens of millions of players. Through a unique combination of characteristics, a relatively short duration—often “coffee-break” minutes instead of hours of continuous gameplay—, weak correlation between matches, and clear emphasis on winning, match-based games may serve a unique...
With the growth of network technologies, abundance of network resources, and increase of various services, mobile devices have gained much functionality and intelligence. At the same time, mobile devices are becoming complicated and many software related problems appear. The traditional remote repair method needs the software providers to supply fault information with corresponding repair strategy...
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