2008 SC - International Conference for High Performance Computing, Networking, Storage and Analysis 2008
DOI: 10.1109/sc.2008.5213940
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Efficient management of data center resources for Massively Multiplayer Online Games

Abstract: Document VersionPublisher's PDF, also known as Version of Record (includes final page, issue and volume numbers)Please check the document version of this publication:• A submitted manuscript is the author's version of the article upon submission and before peer-review. There can be important differences between the submitted version and the official published version of record. People interested in the research are advised to contact the author for the final version of the publication, or visit the DOI to the … Show more

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Cited by 39 publications
(52 citation statements)
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“…Several large player communities asked and obtained from the designers of RuneScape to revert particular design changes [10]. The average experience increase is a type of analysis that can show, for a community of players, if their advancement rate is similar to the design expectation.…”
Section: Cameo Capability Resultsmentioning
confidence: 99%
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“…Several large player communities asked and obtained from the designers of RuneScape to revert particular design changes [10]. The average experience increase is a type of analysis that can show, for a community of players, if their advancement rate is similar to the design expectation.…”
Section: Cameo Capability Resultsmentioning
confidence: 99%
“…This approach is unattractive for MMOG analytics, because the number of potential users varies greatly on both short and long time periods, and the variation is difficult to predict [10]. Instead, MMOG communities could rely on ondemand resources provisioned from a cloud only when and for how long needed.…”
Section: Using On-demand Technologymentioning
confidence: 99%
See 3 more Smart Citations