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Garrett Eastman

An Overview of Networking Infrastructure for Massively Multiplayer Online Games - 0 views

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    From the abstract: "n the last decade the popularity of MMOGs has exploded. Unfortunately, the demand has far outweighed the resources commercial game providers can provide. Many MMOGs are suffering from scalability issues, resulting in game world partitioni ng, service down time and server crashes. The centralized server architecture of most modern day MMOGs is unable to cope with this increase in the number of participating players. Hence, there is a need for a scalable network architecture which can support these large number of players without affecting the overall gaming experience for each player. In this paper, we provide a review on the existing networking infrastructure solutions for MMOGs. This includes description and comparison of different im plementation techniques for the deployment of massive multiplayer on-line games, which work as a client/server and peer-to-peer paradigms. "
Garrett Eastman

MMO-topia: Are massively multiplayer online games cultivating communities that are bett... - 0 views

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    "By demonstrating that communities formed in massively multiplayer online games are true communities, examining communication and behaviour within MMOG communities, and discussing the benefits and negative aspects of MMOG communities this paper will show that the communities of massively multiplayer online games are better than offline communities."
Garrett Eastman

Getting Real About Games: Using Ethnography to Give Direction to Big Data - 0 views

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    Abstract: "HCI scholars have been among those attracted to the study of online, computer-supported gaming. "Big Data" approaches, which analyze electronic traces left by game play, are an increasingly popular way to study it. This paper identifies basic epistemological problems in some such approaches, focusing on those that implicitly depend on the assumption that game play is fundamentally the same as other social activity. The paper explains why this and related assumptions are questionable, and why these Big Data approaches cannot establish their validity on their own. The paper then reports some results of a preliminary ethnographic study of Massive Multiplayer Online Games (MMOGs), in order to illustrate a way that ethnography can provide an initial purchase on how the underlying similarity/dissimilarity issue can be studied. It concludes by explaining how methodological triangulation, involving a dialectical discourse between ethnography, on the one hand, and Big Data and similar approaches, on the other, may be able to place Game Studies on a firmer epistemological foundation. It is the attempt to achieve such significant objectives, in particular to justify a foundational critique of a major new development in Game Studies, and to do so in a single paper, that justify inclusion of the paper in alt.chi. "
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