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IBM Systems Journal

Online Game Technology   Volume 45, Number 1, 2006
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On demand platform for online games - References

by A. Shaikh,
S. Sahu,
M.-C. Rosu,
M. Shea,
and D. Saha
Cited references

  1. B. S. Woodcock, “An Analysis of MMOG Subscription Growth,” Version 16, April 2005, http://www.mmogchart.com.
  2. The On Demand Operating Environment, IBM Corporation, http://www.ibm.com/e-business/ondemand/us/overview/operating_environment.shtml.
  3. I. Foster, H. Kishimoto, A. Savva, D. Berry, A. Djaoui, A. Grimshaw, B. Horn, F. Maciel, F. Siebenlist, R. Subramaniam, J. Treadwell, and J. Von Reich, “The Open Grid Services Architecture, Version 1.0,” Global Grid Forum OGSA Working Group GFD-I.031 (January 2005), http://www.gridforum.org/documents/GFD.30.pdf.
  4. D. Saha, S. Sahu, and A. Shaikh, “A Service Platform for On-Line Games,” Proceedings of 2nd Workshop on Network and System Support for Games (May 2003), pp. 180–184.
  5. G. Deen, M. Hammer, J. Bethencourt, I. Eiron, J. Thomas, and J. Kaufman, “Running Quake II on a Grid,” IBM Systems Journal 45, No. 1, 21–44 (2006, this issue).
  6. A. Bharambe, J. Pang, and S. Seshan, A Distributed Architecture for Interactive Multiplayer Games, Technical Report CMU-CS-05-112, Department of Computer Science, Carnegie Mellon University, Pittsburgh, PA 15213 (2005).
  7. B. Jacob, S. Mui, J. Pannu, S. Park, H. Raguet, J. Schneider, and L. Vanel, On Demand Operating Environment: Creating Business Flexibility, IBM Redbook (2004), http://www.redbooks.ibm.com/abstracts/sg246633.html.
  8. BigWorld Server, BigWorld Pty., Ltd., http://www.bigworldtech.com/server.php.
  9. E. Manoel, S. C. Brumfield, K. Converse, M. DuMont, L. Hand, G. Lilly, M. Moeller, A. Nemati, and A. Waisanen, Provisioning On Demand: Introducing IBM Tivoli Intelligent ThinkDynamic Orchestrator, IBM Redbooks (2003), http://www.redbooks.ibm.com/redbooks/pdfs/sg248888.pdf.
  10. S. Jankowski, QStat: Real-time Game Server Status, http://www.qstat.org.
  11. Steam, Valve Corporation, Inc., http://www.steampowered.com.
  12. C. Chambers, W.-C. Feng, S. Sahu, and D. Saha, “Measurement-Based Characterization of a Collection of On-line Games,” Proceedings of the Internet Measurement Conference (October 2005), http://www.usenix.org/events/imc05/tech/full_papers/chambers/chambers.pdf.
  13. BitTorrent, Inc., http://www.bittorrent.com, 2005.
  14. Blizzard Downloader FAQ, Blizzard Entertainment, http://www.worldofwarcraft.com/info/faq/blizzarddownloader.html.
  15. A. Shaikh, S. Sahu, M. Rosu, M. Shea, and D. Saha, “Implementation of a Service Platform for Online Games,” Proceedings of ACM SIGCOMM Workshops on NetGames (August 2004), pp. 106–110.
  16. P. Rosedale and C. Ondrejka, Enabling Player-Created Online Worlds with Grid Computing and Streaming, Gamasutra, GMP Media Inc. (2003), http://www.cs.ubc.ca/~krasic/cpsc538a-2005/papers/rosedale.pdf.
  17. Wu-chang Feng, F. Chang, Wu-chi Feng, and J. Walpole, “A Traffic Analysis of Popular On-line Games,” IEEE/ACM Transactions on Networking 13, No. 3, 488–500 (June 2005).
  18. K. Chen, P. Huang, C. Huang, and C. Le, “Game Traffic Analysis: An MMORPG Perspective,” Proceedings of the International Workshop on Network and Operating Systems Support for Digital Audio and Video (June 2005), pp. 19–24.
  19. S. Zander and G. Armitage, “A Traffic Model for the Xbox Game Halo 2,” Proceedings of the International Workshop on Network and Operating Systems Support for Digital Audio and Video (June 2005), pp. 13–18.


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