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Enabling rapid and cost-effective creation of massive pervasive games in very unstable environments

Wietrzyk, Bartosz; Radenkovic, Milena

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Authors

Bartosz Wietrzyk



Abstract

Pervasive gaming is a new form of multimedia entertainment that extends the traditional computer gaming experience out into the real world. Through a combination of personal devices, positioning systems and other sensors, combined with wireless networking, a pervasive game can respond to player's movements and context and enable them to communicate with a game engine and other players. We review our recent deployment examples of pervasive games in order to explain their distinctive characteristics as wireless ad-hoc networking applications. We then identify the network support challenges of scaling pervasive games to include potentially mass numbers of players across extremely heterogeneous and unreliable networks. We propose a P2P overlay capable of storing large amount of game related data, which is the key to combating the loss of coverage and potential dishonesty of players. The proposed protocol decreases the deployment costs of the gaming infrastructure by self organization and utilizing storage space of users' devices. We demonstrate scalability and increased availability of data offered by the proposed protocol in simulation based evaluation

Citation

Wietrzyk, B., & Radenkovic, M. (2007). Enabling rapid and cost-effective creation of massive pervasive games in very unstable environments. In 2007 Fourth Annual Conference on Wireless on Demand Network Systems and Services. https://doi.org/10.1109/WONS.2007.340493

Conference Name 2007 Fourth Annual Conference on Wireless on Demand Network Systems and Services
End Date Jan 26, 2007
Acceptance Date Jun 10, 2006
Publication Date Jan 26, 2007
Deposit Date Jun 14, 2016
Publicly Available Date Mar 28, 2024
Peer Reviewed Peer Reviewed
Book Title 2007 Fourth Annual Conference on Wireless on Demand Network Systems and Services
DOI https://doi.org/10.1109/WONS.2007.340493
Keywords Ad hoc networks, Computer games, Multimedia computing, Peer-to-peer computing, Protocols, Self-adjusting systems, Telecommunication network reliability, Ubiquitous computing, Wireless sensor networks
Public URL https://nottingham-repository.worktribe.com/output/703931
Publisher URL http://dx.doi.org/10.1109/WONS.2007.340493
Additional Information © 2007 IEEE. Personal use of this material is permitted. Permission from IEEE must be obtained for all other uses, in any current or future media, including reprinting/republishing this material for advertising or promotional purposes, creating new collective works, for resale or redistribution to servers or lists, or reuse of any copyrighted component of this work in other works.
Published in: 2007 Fourth Annual Conference on Wireless on Demand Network Systems and Services : 24-26 January, 2007,Obergurgl, Tyrol, Austria, p. 146-153. ISBN 1424408601, doi:10.1109/WONS.2007.340493

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