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'...
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| Format: | Conference or Workshop Item |
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2007
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| Online Access: | https://eprints.nottingham.ac.uk/33938/ |
| _version_ | 1848794738644221952 |
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| 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/ |