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Hillary Chan

CCP Names TianCity Exclusive EVE Online Publisher for Mainland China - MarketWatch - 0 views

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    "Over the past six years, EVE Online has attracted a large and enthusiastic player base in mainland China," said Jon Horddal. "Our partnership with TianCity brings the potential for explosive new growth in the Chinese market. We will work together to give Chinese players new opportunities to make their fortunes, create their legends and forge their own destinies along with legions of fellow gamers in the universe of EVE Online."
Hillary Chan

Landman Library Catalog › Details for: Networking and Online Games : Understa... - 0 views

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    The computer game industry is clearly growing in the direction of multiplayer, online games. Understanding the demands of games on IP (Internet Protocol) networks is essential for ISP (Internet Service Provider) engineers to develop appropriate IP services. Correspondingly, knowledge of the underlying network's capabilities is vital for game developers. Networking and Online Games concisely draws together and illustrates the overlapping and interacting technical concerns of these sectors. The text explains the principles behind modern multiplayer communication systems and the techniques underlying contemporary networked games. The traffic patterns that modern games impose on networks, and how network performance and service level limitations impact on game designers and player experiences, are covered in-depth, giving the reader the knowledge necessary to develop better gaming products and network services. Examples of real-world multiplayer online games illustrate the theory throughout. Networking and Online Games: Provides a comprehensive, cutting-edge guide to the development and service provision needs of online, networked games. Contrasts the considerations of ISPs (e.g. predicting traffic loads) with those of game developers (e.g. sources of lag/jitter), clarifying coinciding requirements. Explains how different technologies such as cable, ADSL (Asymmetric Digital Subscriber Line) and wireless, etc., affect online game-play experience, and how different game styles impose varying traffic dynamics and requirements on the network. Discusses future directions brought by emerging technologies such as UMTS (Universal Mobile Telephone Service), GPRS (General Packet Radio Service), Wireless LANs, IP service Quality, and NAPT/NAT (Network Address Port Translation/Network Address Translation) Illustrates the concepts using high-level examples of existing multiplayer online games (such as Quake III Arena, Wolfenstein Enemy Territory, and Half-Life 2). Networking
Hillary Chan

Not So Massively: Diablo III's rune system and new MOBA heroes | Massively - 0 views

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    League of Legends continued its World Tour series this week with a look at its massive Chinese community. The Chinese beta was launched in July 2011, and by the end of the year, LoL had become "one of the fastest growing games released by a foreign game studio in the past three years." In addition to strong cosplay and craft communities, China boasts many of the game's best competitive players. In the IntelEM Global Challenge in Guangzhou, Chinese team World Elite dominated the North American favourite Counter Logic Gaming, and all three Chinese teams went on to participate in the IntelEM World Championship.
Hillary Chan

Sony's Vita: Transitioning Users From Mobile to Console Games - DailyFinance - 0 views

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    Business section: Investing ideas To help you analyze the key players in the industry, here is a list of the popular gaming companies trading on U.S. stock exchanges, some of whom are based in CHINA.
onlinecasinos08

Online Games - Types Of Popular Games - 0 views

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started by onlinecasinos08 on 13 Dec 12 no follow-up yet
chloe robins

Online Video poker - 1 views

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Free online casino games - 0 views

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