MobileGames '12Pub Date : 2012-08-13DOI: 10.1145/2342480.2342485
Anh Le, L. Keller, C. Fragouli, A. Markopoulou
{"title":"MicroPlay: a networking framework for local multiplayer games","authors":"Anh Le, L. Keller, C. Fragouli, A. Markopoulou","doi":"10.1145/2342480.2342485","DOIUrl":"https://doi.org/10.1145/2342480.2342485","url":null,"abstract":"Smartphones are an ideal platform for local multiplayer games, thanks to their computational and networking capabilities as well as their popularity and portability. However, existing game engines do not exploit the locality of players to improve game latency. In this paper, we propose MicroPlay, a complete networking framework for local multiplayer mobile games. To the best of our knowledge, this is the first framework that exploits local connections between smartphones, and in particular, the broadcast nature of the wireless medium, to provide smooth, accurate rendering of all players with two desired properties. First, it performs direct-input rendering (i.e., without any inter- or extrapolation of game state) for all players; second, it provides very low game latency. We implement a MicroPlay prototype on Android phones, as well as an example multiplayer car racing game, called Racer, in order to demonstrate MicroPlay's capabilities. Our experiments show that cars can be rendered smoothly, without any prediction of state, and with only 20-30 ms game latency.","PeriodicalId":125103,"journal":{"name":"MobileGames '12","volume":"156 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2012-08-13","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"124373173","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
MobileGames '12Pub Date : 2012-08-13DOI: 10.1145/2342480.2342482
Ian Obermiller, Sam Bayless
{"title":"Legends of descent: analytics in an ad-supported windows phone game","authors":"Ian Obermiller, Sam Bayless","doi":"10.1145/2342480.2342482","DOIUrl":"https://doi.org/10.1145/2342480.2342482","url":null,"abstract":"Legends of Descent is an ad-supported roleplaying game on the Windows Phone platform. With over 128,000 downloads and thousands of game sessions per day, it provides a unique platform to analyze user gameplay patterns and behavior. Surprising insights around user sessions, advertising performance, and network connectivity were uncovered through analysis of data collected via custom instrumentation code. Six months after publishing world-wide, we revisit the original analytics framework and identify areas of the game's design that we would modify given the new information.","PeriodicalId":125103,"journal":{"name":"MobileGames '12","volume":"1 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2012-08-13","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"129261425","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
MobileGames '12Pub Date : 2012-08-13DOI: 10.1145/2342480.2342483
Ashish Patro, Shravan K. Rayanchu, Michael Griepentrog, Yadi Ma, Suman Banerjee
{"title":"The anatomy of a large mobile massively multiplayer online game","authors":"Ashish Patro, Shravan K. Rayanchu, Michael Griepentrog, Yadi Ma, Suman Banerjee","doi":"10.1145/2342480.2342483","DOIUrl":"https://doi.org/10.1145/2342480.2342483","url":null,"abstract":"We describe a large-scale and long-term measurement study of a popular mobile Massively Multiplayer Online Role Playing Game (MMORPG), called Parallel Kingdom, which has over 600,000 unique users distributed across more than 100 countries. Our study covers important aspects of the game including (i) characteristics of its population, (ii) players' game usage behavior, and (iii) correlation between players' interest and the money spent by them in the game. Our measurement study spans almost the entire life of the game staring from its inception on October 31, 2008 to November 10, 2011 (1104 days in total). To perform this study, we instrumented the game's client software (iOS and Android) to interact with our measurement server. The rich dataset gathered allowed us to analyze various characteristics of this highly popular mobile MMORPG.","PeriodicalId":125103,"journal":{"name":"MobileGames '12","volume":"1 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2012-08-13","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"130383214","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
MobileGames '12Pub Date : 2012-08-13DOI: 10.1145/2342480.2342486
Inseok Hwang, Youngki Lee, Taiwoo Park, Junehwa Song
{"title":"Toward a mobile platform for pervasive games","authors":"Inseok Hwang, Youngki Lee, Taiwoo Park, Junehwa Song","doi":"10.1145/2342480.2342486","DOIUrl":"https://doi.org/10.1145/2342480.2342486","url":null,"abstract":"Emerging pervasive games will be immersed into real-life situations and leverage new types of contextual interactions therein. For instance, a player's punching gesture, running activity, and fast heart rate conditions can be used as the game inputs. Although the contextual interaction is the core building blocks of pervasive games, individual game developers hardly utilize a rich set of interactions within a game play. Most challenging, it is significantly difficult for developers to expect dynamic availability of input devices in real life, and adapt to the situation without system-level support. Also, it is challenging to coordinate its resource use with other gaming logics or applications. To address such challenges, we propose Player Space Director (PSD), a novel mobile platform for pervasive games. PSD facilitates the game developers to incorporate diverse contextual interactions in their game without considering complications in player's real-life situations, e.g., heterogeneity, dynamics or resource scarcity of input devices. We implemented the PSD prototype on mobile devices, diverse set of sensors, and actuators. On top of PSD, we developed three exploratory applications, ULifeAvatar, Swan Boat, U-Theater, and showed the effectiveness of PSD through extensive deployment of those games.","PeriodicalId":125103,"journal":{"name":"MobileGames '12","volume":"141 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2012-08-13","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"133880106","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}