Proceedings of ACM SIGCOMM 2004 Workshops on NetGames '04 Network and System Support for Games - SIGCOMM 2004 Workshops 2004
DOI: 10.1145/1016540.1016543
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Lightweight QoS-support for networked mobile gaming

Abstract: In this paper, we present an approach to provide Quality of Service (QoS) for networked mobile gaming. In order to examine the QoS requirements of mobile games, we ported a simple real-time game called GAV (GPL Arcade Volleyball) to a PDA and performed several traffic measurements over both GPRS and UMTS networks. We show that due to high end-to-end delay and delay jitter, realtime games are not supported by GPRS. While UMTS improves both delay and jitter, it still does not match the requirements of real-time … Show more

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Cited by 20 publications
(15 citation statements)
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References 17 publications
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“…Busse et al describe experiences from running a ported online game over GPRS and UMTS using the TCP protocol [13]. The game setup consisted of a two-player game where one client ran on a PocketPC PDA and one client ran on the game server.…”
Section: Games and Networkmentioning
confidence: 99%
See 1 more Smart Citation
“…Busse et al describe experiences from running a ported online game over GPRS and UMTS using the TCP protocol [13]. The game setup consisted of a two-player game where one client ran on a PocketPC PDA and one client ran on the game server.…”
Section: Games and Networkmentioning
confidence: 99%
“…Multiplayer online games running over wireless network must cope with latency around 250 ms or more [13]. From the various papers above, we can see that mobile network games like sports and real-time strategy games probably will not give a negative user experience, while others like firstperson shooter and racing games will.…”
Section: Games and Networkmentioning
confidence: 99%
“…In [4], Busse et. al describe experiences from running a ported online game over GPRS and UMTS from an quality of service perspective.…”
Section: Related Workmentioning
confidence: 99%
“…Several architectures based on proxy servers [2,24] or a peer-to-peer (P2P) architecture [18,20] have been proposed. Yamamoto presented distributed event delivery to peers [37], and admission control has been proposed presented for a simple, wireless game [5].…”
Section: Related Workmentioning
confidence: 99%