A Comparison of Automatic versus Manual World Alteration for Network Game Latency Compensation

Author(s):  
Robert Salay ◽  
Mark Claypool
Keyword(s):  
2012 ◽  
Vol 2012 ◽  
pp. 1-13 ◽  
Author(s):  
George Adam ◽  
Christos Bouras ◽  
Vaggelis Kapoulas ◽  
Andreas Papazois

Supporting collaborative activities among the online players are one of the major challenges in the area of Massively Multiplayer Online Games (MMOG), since they increase the richness of gaming experience and create more engaged communities. To this direction, our study has focused on the provision of services supporting and enhancing the players' in-game community and collaboration activities. We have designed and implemented innovative tools exploiting a game adaptation technology, namely, the In-game Graphical Insertion Technology (IGIT), which permits the addition of web-based applications without any need from the game developers to modify the game at all, nor from the game players to change their game installation. The developed tools follow a design adapted to the MMOG players' needs and are based on the latest advances on Web 2.0 technology. Their provision is performed through the core element of our system, which is the so-called Community Network Game (CNG) Server. One of the important features provided by the implemented system's underlying framework is the utilization of enhanced Peer-to-Peer (P2P) technology for the distribution of user-generated live video streams. In this paper, we focus on the architecture of the CNG Server as well as on the design and implementation of the online community and collaboration tools.


Author(s):  
Wenli Chen ◽  
Yao Wan ◽  
Jihuan Wu ◽  
Yujin He ◽  
Kunlin Deng ◽  
...  
Keyword(s):  

2016 ◽  
Vol 64 ◽  
pp. 233-246 ◽  
Author(s):  
Michael Seufert ◽  
Valentin Burger ◽  
Karl Lorey ◽  
Alexander Seith ◽  
Frank Loh ◽  
...  

2021 ◽  
pp. 1-44
Author(s):  
Edoardo Gallo ◽  
Chang Yan

Abstract The tension between efficiency and equilibrium is a central feature of economic systems. We examine this trade-off in a network game with a unique Nash equilibrium in which agents can achieve a higher payoff by following a “collaborative norm”. Subjects establish and maintain a collaborative norm in the circle, but the norm weakens with the introduction of one hub connected to everyone in the wheel. In complex and asymmetric networks of 15 and 21 nodes, the norm disappears and subjects’ play converges to Nash. We provide evidence that subjects base their decisions on their degree, rather than the overall network structure.


Author(s):  
Marios Mavronicolas ◽  
Vicky Papadopoulou ◽  
Anna Philippou ◽  
Paul Spirakis
Keyword(s):  

Author(s):  
Erica O'Toole ◽  
Seung-Eun Lee

The purpose of this study was to apply a Social Network Game (SNG) for teaching visual merchandising to college students. Based on design-based research paradigm, the present study utilized the EGameFlow model to measure students' perceived enjoyment of using the SNG, Fashion World, in visual merchandising classes. In addition, this study examined which dimensions of EGameFlow were significant indicators of student satisfaction. Findings from this study suggest that the use of an SNG can be an effective tool in teaching visual merchandising. A majority of positive trends in constructs of EGameFlow suggested students enjoyed the use of this SNG as a learning tool. In addition, challenge and immersion were significant indicators of student satisfaction through the game. Discussion and implications for using SNGs as a teaching tool were provided based on the results of this study.


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