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

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'...

Full description

Bibliographic Details
Main Authors: Wietrzyk, Bartosz, Radenkovic, Milena
Format: Conference or Workshop Item
Published: 2007
Subjects:
Online Access:https://eprints.nottingham.ac.uk/33938/
_version_ 1848794738644221952
author Wietrzyk, Bartosz
Radenkovic, Milena
author_facet Wietrzyk, Bartosz
Radenkovic, Milena
author_sort Wietrzyk, Bartosz
building Nottingham Research Data Repository
collection Online Access
description 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
first_indexed 2025-11-14T19:20:58Z
format Conference or Workshop Item
id nottingham-33938
institution University of Nottingham Malaysia Campus
institution_category Local University
last_indexed 2025-11-14T19:20:58Z
publishDate 2007
recordtype eprints
repository_type Digital Repository
spelling nottingham-339382020-05-04T16:26:44Z https://eprints.nottingham.ac.uk/33938/ Enabling rapid and cost-effective creation of massive pervasive games in very unstable environments Wietrzyk, Bartosz Radenkovic, Milena 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 2007-01-26 Conference or Workshop Item PeerReviewed Wietrzyk, Bartosz and Radenkovic, Milena (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, 24-26 January, 2007, Oberguyrgl, Austria. Ad hoc networks Computer games Multimedia computing Peer-to-peer computing Protocols Self-adjusting systems Telecommunication network reliability Ubiquitous computing Wireless sensor networks http://dx.doi.org/10.1109/WONS.2007.340493 10.1109/WONS.2007.340493 10.1109/WONS.2007.340493 10.1109/WONS.2007.340493
spellingShingle Ad hoc networks
Computer games
Multimedia computing
Peer-to-peer computing
Protocols
Self-adjusting systems
Telecommunication network reliability
Ubiquitous computing
Wireless sensor networks
Wietrzyk, Bartosz
Radenkovic, Milena
Enabling rapid and cost-effective creation of massive pervasive games in very unstable environments
title Enabling rapid and cost-effective creation of massive pervasive games in very unstable environments
title_full Enabling rapid and cost-effective creation of massive pervasive games in very unstable environments
title_fullStr Enabling rapid and cost-effective creation of massive pervasive games in very unstable environments
title_full_unstemmed Enabling rapid and cost-effective creation of massive pervasive games in very unstable environments
title_short Enabling rapid and cost-effective creation of massive pervasive games in very unstable environments
title_sort enabling rapid and cost-effective creation of massive pervasive games in very unstable environments
topic Ad hoc networks
Computer games
Multimedia computing
Peer-to-peer computing
Protocols
Self-adjusting systems
Telecommunication network reliability
Ubiquitous computing
Wireless sensor networks
url https://eprints.nottingham.ac.uk/33938/
https://eprints.nottingham.ac.uk/33938/
https://eprints.nottingham.ac.uk/33938/