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picture1_Ppt Games 80118 | 7270 Gaming 3


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File: Ppt Games 80118 | 7270 Gaming 3
background on line games are big business 60 of all americans play video games idsa report 2003 mmo games 4 000 000 world of warcraft subscribers paying monthly fees fps ...

icon picture PPTX Filetype Power Point PPTX | Posted on 07 Sep 2022 | 3 years ago
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      Background
        On-line games are big business
          – 60% of all Americans play video games (IDSA report, 2003)
          – MMO games
             4,000,000 World of Warcraft subscribers paying monthly fees
          – FPS games
             100,000 Counter-strike players at any given time
          – RTS games
             >8 million Warcraft game copies sold
             200,000 Warcraft 3 games played online / day
        Hosting games very costly (30% of revenue)
  2
    Research questions
    How can we ease the burden of hosting an 
      on-line game?
    How tolerant are gamers to bad service?
    How predictable is the gaming workload? 
      How tightly can we provision?
    Can games be hosted with other interactive 
      applications ?
  3
     Data Sources for On-line Gaming
      Traditionally difficult to acquire
         – Game companies don’t want to share data (NDA)
         – On-line games are costly to host
      Measurement research focused on short 
        timescales
         – Packet sizes, distribution
         – On the order of hours
  4
        Data Sources for On-line Gaming
          Content delivery network for FPS 
            games
                                                                 STEAM
          Individual player information from 
            a Counter-strike server                       Sept 2004 – Apr 2004
                                                              6.19TB served
          Total population of a variety of                 3.14 GB/s average
            games
                           GAMESPY                          CS.MSHMRO.COM
                       Nov 2002-Jan 2005                   April 2003-April 2004
                           550 games                      2,886,992 connections
                       337.8k player years                493,889 unique players
   5
     Observations
      Observations are specific to our data sources 
       (FPS, public-server)
      Hope is techniques can be applied to other 
       game data
     Gamers              Games              Content
                                            Delivery
  6
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...Background on line games are big business of all americans play video idsa report mmo world warcraft subscribers paying monthly fees fps counter strike players at any given time rts million game copies sold played online day hosting very costly revenue research questions how can we ease the burden an tolerant gamers to bad service predictable is gaming workload tightly provision be hosted with other interactive applications data sources for traditionally difficult acquire companies don t want share nda host measurement focused short timescales packet sizes distribution order hours content delivery network steam individual player information from a server sept apr tb served total population variety gb s average gamespy cs mshmro com nov jan april connections k years unique observations specific our public hope techniques applied...

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