The increasing mobility of Internet users and the growing need to collaborate with staff travelling on business belong to the key characteristics of the future Internet. Mobile collaborative applications require novel schemes for group communication that actively support collaborations in wireless scenarios. An intrinsic problem of collaborations in wireless scenarios is the temporary connection loss with the group due to user mobility and network issues. Existing group communication protocols do not sufficiently support this situation. In this paper, we present a new peer-to-peer group communication protocol, called Moversight, that was specifically designed to support closed group cooperation in mobile environments with varying churn rates. It applies a new group communication paradigm, called mobile optimistic virtual synchrony, to handle churn-related peer failures. It enhances the virtual synchrony paradigm for mobile scenarios. The paper introduces the paradigm and describes the main protocol features of Moversight. Finally we present simulation results to demonstrate the applicability of the protocol.The vision of ubiquitous computing and communication is becoming more and more reality. The growing mobility of Internet users requires it to collaborate not only in wired networks, but also to include partners who are only accessible via a mobile device. The increasing power of mobile devices, especially tablets and mobile phones, allows this. Typical examples of mobile collaborative applications are mobile conferences, collaborative writing, and mobile games. The challenging aspect in designing such applications is the need to support heterogeneous application scenarios, devices, resources, and communication schemes. Furthermore, they should simultaneously support mobile, nomadic, or stationary users.To support user mobility a number of different communication schemes have been proposed, such as [1,19,56]. Collaborative applications usually rely on a reliable, grouporiented data transport service. There are two ways to provide such a service: (1) using fixed infrastructure elements, like servers, to handle all collaboration-related tasks or (2) to integrate the group management into the mobile devices in a peer-to-peer (P2P) like manner. The former usually applies in stable communication environments. A growing number of mobile collaborative applications [22], however, cannot rely on a xed network infrastructure. They operate on top of different types of networks (e.g., cellular networks, WLANs, MANETs) and require only that the underlying network provides an IP-based data transmission service. A limited number of participants who often spontaneously connect and closely interact characterize these applications. Examples for such applications are mobile multiplayer online games, autonomous exploration of areas, and group monitoring systems. In mobile multiplayer online games players spontaneously search for other persons for gaming in varying 123