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On the geographic distribution of on-line game servers and players
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Source Network and System Support for Games archive
Proceedings of the 2nd workshop on Network and system support for games table of contents
Redwood City, California
Pages: 173 - 179  
Year of Publication: 2003
ISBN:1-58113-734-6
Authors
Wu-chang Feng  OGI@OHSU
Wu-chi Feng  OGI@OHSU
Sponsors
SIGCOMM: ACM Special Interest Group on Data Communication
SIGMULTIMEDIA: ACM Special Interest Group on Multimedia
Publisher
ACM  New York, NY, USA
Bibliometrics
Downloads (6 Weeks): 5,   Downloads (12 Months): 46,   Citation Count: 7
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ABSTRACT

With a shift in the on-line gaming landscape from individually hosted game servers, to gaming services centrally hosted by game publishers, game console manufacturers, and third-party infrastructure providers, it is becoming increasingly important to understand the geographic distribution of current game servers and players. Much like content-distribution networks are key in improving user web experience, game server placement is key in improving game player experience. This paper explores the current geographic distribution of a global set of servers for several popular on-line games as well as the geographic distribution of a set of players for a particular on-line game server. Our results quantify the breakup of current game servers across continents and show, quite suprisingly, that players do not necessarily migrate to servers that are geographically close.


REFERENCES

Note: OCR errors may be found in this Reference List extracted from the full text article. ACM has opted to expose the complete List rather than only correct and linked references.

 
1
Electronic Arts, Inc., "EA.com," http://www.ea.com/, 2003.
 
2
Microsoft Corporation, "Xbox Live," http://www.xbox.com/live, 2003.
 
3
Butterfly.net, Inc., "Butterfly Grid Solution for Online Games," http://www.butterfly.net/, 2003.
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Counter-Strike, "Counter-Strike: A Counter-Terrorism Half-Life Modification," http://www.counter-strike.net/.
 
9
Electronic Arts, Inc., "Battlefield 1942," http://www.ea.com/eagames/official/battlefield1942/home.jsp, 2003.
 
10
Epic Games, "Unreal Tournament 2003," http://www.unrealtournament2003.com/.
 
11
Geobytes, Inc., "Geobytes Home Page," http://www.geobytes.com/, 2003.
 
12
G. Armitage, "Sensitivity of Quake3 Players To Network Latency," in Internet Measurement Workshop (Poster Session), November 2001.

CITED BY  7
 
 
 
Collaborative Colleagues:
Wu-chang Feng: colleagues
Wu-chi Feng: colleagues