Abstract
Mobile gaming has become very popular thanks to its entertainment nature and to the widespread popularity of high-end mobile devices. The game scenario is very challenging as the support of mobile games is not as easy as one may think. In particular, the traffic generated by mobile games has specific network requirements that need to be satisfied; otherwise, the playability of the game might be annoying instead of pleasant. With this vision, we overview the network support solutions for mobile games. In particular, we characterize the mobile game network requirements and present studies that propose a suitable network support for these games. Finally, we overview an interesting case study where mobile games can be played in an environment composed of fixed and mobile networks.
Access this chapter
Tax calculation will be finalised at checkout
Purchases are for personal use only
References
Armagetron. A Tron clone in 3D. http://armagetron.sourceforge.net/. Accessed 31 Oct 2014
G. Armitage, An experimental estimation of latency sensitivity in multiplayer Quake 3, in Proc. of IEEE International Conference on Networks (ICON) (Sydney, 2003), pp. 137–141
T. Beigbeder, R. Coughlan, C. Lusher, J. Plunkett, E. Agu, M. Claypool. The effects of loss and latency on user performance in unreal tournament 2003, in Proc. of ACM Network and System Support for Games Workshop (NetGames 2004) (Portland, 2004)
G. Bianchi, Performance analysis of the IEEE 802.11 distributed coordination function. IEEE J. Select Area Commun. 18(3), 535–547 (2000)
S. Biswas, R. Tatchikou, F. Dion, Vehicle-to-vehicle wireless communication protocols for enhancing highway traffic safety. IEEE Commun. Mag. 44(1), 74–82 (2006)
L. Bononi, M. Di Felice, A cross-layered MAC and clustering scheme for efficient broadcast in VANETs, in Proc. of 2-th IEEE International Workshop on Mobile Vehicular Networks (MOVENET 2006) (Pisa, 2006)
L. Bononi, L. Donatiello, M. Furini, Real-time traffic in ad-hoc sensor networks, in Proc. of the IEEE International Conference on Communications (Dresden, 2009)
M. Bottigliengo, C. Casetti, C. Chiasserini, M. Meo, Short-term fairness for TCP flows in 802.11b WLANs, in Proc. of IEEE INFOCOM 2004 (Hong Kong, 2004)
Butterfly Grid Solution for Online Games. http://www.butterfly.net, Accessed 31 Oct 2014
A. Casteigts, A. Nayak, I. Stojmenovic, Communication protocols for vehicular ad hoc networks. Wireless Commun. Mobile Comput. John Wiley & Sons, Ltd. 11(5), 567–582 (2011)
L.-J. Chen, T. Sun, G. Yang, M. Gerla, USHA: a simple and practical seamless vertical handoff solution, in Proc. of IEEE Consumer Communications and Networking Conference (CCNC 2006) (Las Vegas, 2006)
D.D. Clark, W. Fang, Explicit allocation of best-effort packet delivery service. IEEE/ACM Trans. Netw. 6(4), 362–373 (1998)
M. Conti, L. Donatiello, M. Furini, Design and analysis of RT-ring: a protocol for supporting real-time communications. IEEE Trans. Ind. Electron. 49(6), 1214–1226 (2002)
S. Corson, J. Macker, Mobile ad hoc networking (MANET): routing protocol performance issues and evaluation considerations (IETF RFC 2501, 1999)
E. Cronin, A.R. Kurc, B. Filstrup, S. Jamin, An efficient synchronization mechanism for mirrored game architectures. Multimed. Tools Appl. Springer 23(1), 7–30 (2004)
E. Fasolo, R. Furiato, A. Zanella, Smart broadcast algorithm for inter-vehicular communication, in Proc. of Wireless Personal Multimedia Communication (WPMC’05) (IWS 2005, Aalborg, 2005)
S. Ferretti, C.E. Palazzi, M. Roccetti, G. Pau, M. Gerla, FILA, A holistic approach to massive online gaming: algorithm comparison and performance analysis, in Proc. of ACM GDTW 2005, (Liverpool, 2005), pp. 68–76
S. Floyd, V. Jacobson, Random early detection gateways for congestion avoidance. IEEE/ACM Trans. Netw. 1(4), 397–413 (1993)
M. Furini, An architecture to easily produce adventure and movie games for the mobile scenario. ACM Comput. Entertain. 6(2), 19:1–19:16 (2008)
M. Furini, Mobile games: what to expect in the near future, in Proc. of EuroSis GAMEON Conference on Simulation and AI in Computer Games (Bologna, 2007)
L. Gautier, C. Diot, Design and evaluation of MiMaze, a multi-player game on the Internet. in Proc. of IEEE International Conference on Multimedia Computing and Systems (ICMCS’98) (Austin, 1998)
C. Griwodz, State replication for multiplayer games, in Proc. of ACM NetGames 2002 (Braunschweig, 2002)
M. Heusse, F. Rousseau, G. Berger-Sabbatel, A. Duda, Performance anomaly of 802.11b. in Proc. of IEEE INFOCOM 2003 (San Francisco, 2003)
D.P. Hole, F.A. Tobagi, Capacity of an IEEE 802.11b wireless LAN supporting VoIP, in Proc. IEEE International Conference on Communications (ICC 2004) (Paris, 2003)
T. Jehaes, D. De Vleeschauwer, T. Coppens, B. Van Doorselaer, E. Deckers, W. Naudts, K. Spruyt, R. Smets, Access network delay in networked games, in Proc. of ACM NetGames 2003 (Redwood City, 2003)
P. Kokkinos, C. Papageorgiou, E. Varvarigos, Multi-cost routing for energy and capacity constrained wireless mesh networks. Wireless Commun. Mobile Comput. John Wiley & Sons, Ltd. 11(3), 424–438 (2011)
G. Korkmax, E. Ekici, F. Ozguner, U. Ozguner, Urban multi-hop broadcast protocol for inter-vehicle communication systems, in Proc. of the 1st ACM Workshop on Vehicular Ad-hoc Networks (VANET 2004) (Philadelphia, 2004)
G. Marfia, M. Roccetti, Dealing with wireless links in the era of bandwidth demanding wireless home entertainment, in Proc. 6th IEEE International Workshop on Networking Issues in Multimedia Entertainment (NIME′10) – 2010 I.E. International Conference on Multimedia and Expo (ICME′10, Singapore, 2010)
Movie Trace Files. http://www-tkn.ee.tu-berlin.de/research/trace/ltvt.html. Accessed 31 Oct 2014
C.H. Nam, S.C. Liew, C.P. Fu, An experimental study of ARQ protocol in 802.11b wireless LAN, in Proc. of IEEE Vehicular Technology Conference (VTC 2003) (Orlando, 2003)
A. Nandan, S. Das, G. Pau, M.Y. Sanadidi, M. Gerla, Cooperative downloading in vehicular ad hoc wireless networks, in Proc. of IEEE/IFIP International Conference on Wireless On demand Network Systems and Services (WONS, St. Moritz, 2005a)
A. Nandan, S. Das, B. Zhou, G. Pau, M. Gerla, Ad-torrent: digital billboards for vehicular networks, in Proc. of IEEE/ACM International Workshop on Vehicle-to-Vehicle Communications, vol. 1, (V2VCOM, San Diego, 2005b), pp. 286–294
Newzoo: Market Research for the Games Industry Online. http://www.newzoo.com. Accessed 31 Oct 2014
C.E. Palazzi, S. Ferretti, S. Cacciaguerra, M. Roccetti, A RIO-like technique for interactivity loss avoidance in fast-paced multiplayer online games. ACM Comput. Entertain. 3(2) (2005a)
C.E. Palazzi, G. Pau, M. Roccetti, M. Gerla, In-home online entertainment: analyzing the impact of the wireless MAC-transport protocols interference, in Proc. of IEEE WIRELESSCOM 2005 (Maui, 2005b)
C.E. Palazzi, S. Ferretti, S. Cacciaguerra, M. Roccetti, Interactivity-loss avoidance in event delivery synchronization for mirrored game architectures. IEEE Trans. Mult. 8(4), 847–879 (2006a)
C.E. Palazzi, S. Ferretti, M. Roccetti, G. Pau, M. Gerla, What’s in that magic box? The home entertainment center’s special protocol potion, revealed. IEEE Trans. Consum. Electron. 52(4), 1280–1288 (2006b)
C.E. Palazzi, M. Roccetti, S. Ferretti, G. Pau, M. Gerla, Online games on wheels: fast game event delivery in vehicular ad-hoc networks, in Proc. of 3rd IEEE V2VCOM 2007, IEEE Intelligent Vehicles Symposium 2007 (Istanbul, 2007)
C.E. Palazzi, A. Kaiser, N. Achir, K. Boussetta, A preliminary evaluation of backup servers for longer gaming sessions in MANETs, in Proc. of the ACM International Workshop on DIstributed SImulation & Online gaming (DISIO 2010) – ICST SIMUTools 2010 (Torremolinos, 2010a)
C.E. Palazzi, M. Roccetti, S. Ferretti, An inter-vehicular communication architecture for safety and entertainment. IEEE Trans. Intell. Transp. Syst. 11(1), 90–99 (2010b)
C.E. Palazzi, D. Maggiorini, From playgrounds to Smartphones: mobile evolution of a kids game, in Proc. of the 8th IEEE Communications and Networking Conference (CCNC 2011) (Las Vegas, 2011)
L. Pantel, C.L. Wolf, On the impact of delay on real-time multiplayer games, in Proc. of the ACM 12th International Workshop on Network and Operating Systems Support for Digital Audio and Video (Miami, 2002)
K. Park, W. Willinger, Self-Similar Network Traffic and Performance Evaluation. John Wiley & Sons, Inc., New York 2002
C. Perkins, IP Mobility Support for IPv4. IETF RFC 3344 (2002)
Quake Forge Project. http://www.quakeforge.org/. Accessed 31 Oct 2014
Rakion. http://rakion.softnyx.net/. Accessed 31 Oct 2014
M. Roccetti, G. Marfia, A. Amoroso, An optimal 1D vehicular accident warning algorithm for realistic scenarios, in Proc. IEEE Symposium on Computers and Communications (ISCC′10) (Riccione, 2010)
F. Safaei, P. Boustead, C.D. Nguyen, J. Brun, M. Dowlatshahi, Latency driven distribution: infrastructure needs of participatory entertainment applications. IEEE Commun. Mag. 43, 106–112 (2005) (Special Issue on “Entertainment Everywhere: System and Networking Issues in Emerging Network-Centric Entertainments Systems”, Part I)
Ultima Online. http://www.uo.com. Accessed 31 Oct 2014
P.J. Wan, K. Alzoubi, O. Frieder, Distributed construction of connected dominating set in wireless ad hoc networks, in Proc. of IEEE INFOCOM 2002 (New York, 2002)
K. Xu, M. Gerla, L. Qi, Y. Shu, TCP unfairness in ad hoc wireless networks and a neighborhood RED solution. Wireless Netw. ACM. 11(4), 383–399 (2005)
G. Xylomenos, G.C. Polyzos, TCP and UDP performance over a wireless LAN, in Proc. of IEEE INFOCOM ’99 (New York, 1999)
X. Yang, J. Liu, F. Zhao, N. Vaidya, A vehicle-to-vehicle communication protocol for cooperative collision warning, in Proc. of ACM 1st Annual International Conf. on Mobile and Ubiquitous Systems: Networking and Services (MobiQuitous ’04) (Boston, 2004)
C. Yu, B. Lee, H.Y. Youn, Energy efficient routing protocols for mobile ad hoc networks. Wireless Commun. Mobile Comput. John Wiley & Sons, Inc. 3(8), 959–973 (2003)
A. Zanella, G. Pierobon, S. Merlin, On the limiting performance of broadcast algorithms over unidimensional ad-hoc radio networks, in Proc. of IEEE WPMC04 (Abano Terme, 2004)
K. Zhu, D. Niyato, P. Wang, E. Hossain, D.I. Kim, Mobility and handoff management in vehicular networks: a survey. Wireless Commun. Mobile Comput. John Wiley & Sons, Inc. 11(4), 459–476 (2011)
Author information
Authors and Affiliations
Corresponding author
Editor information
Editors and Affiliations
Rights and permissions
Copyright information
© 2017 Springer Science+Business Media Singapore
About this entry
Cite this entry
Bujari, A., Furini, M., Palazzi, C.E. (2017). Network Support for Mobile Gaming. In: Nakatsu, R., Rauterberg, M., Ciancarini, P. (eds) Handbook of Digital Games and Entertainment Technologies. Springer, Singapore. https://doi.org/10.1007/978-981-4560-50-4_24
Download citation
DOI: https://doi.org/10.1007/978-981-4560-50-4_24
Published:
Publisher Name: Springer, Singapore
Print ISBN: 978-981-4560-49-8
Online ISBN: 978-981-4560-50-4
eBook Packages: EngineeringReference Module Computer Science and Engineering