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IBM Systems Journal

Online Game Technology Volume 45, Number 1, 2006 Click to enlarge
SJ 45-1
Multiplayer online games represent an increasingly significant segment of the video game industry. The technical infrastructure supporting online games differs from that of conventional games in several respects, including the critical role of network bandwidth and latency and the use of architectures supporting distributed applications and high-performance parallel processing. The Cell Broadband Engine™ processor, designed and manufactured by IBM, is expected to play a key role in this emerging infrastructure. This issue contains 9 papers describing the Cell Broadband Engine processor and other aspects of online game technology, including "deep computing" for games, the on demand game operating environment, and business integration and models for this industry segment. It also contains one paper on the interaction of information technology (IT) and business management.
Table of Contents Papers in:        Order No. G321-0160-00
Preface Chalapathy Neti, Anees Shaikh, Chris Sharp, Randy Moulic, Patty Fry, Dick Anderson, John J. Ritsko, and David I. Seidman p. 3
On demand operating environment for games
On demand platform for online games A. Shaikh, S. Sahu, M.-C. Rosu, M. Shea, and D. Saha p. 7
Running Quake II on a grid G. Deen, M. Hammer, J. Bethencourt, I. Eiron, J. Thomas, and J. H. Kaufman p. 21
System-performance modeling for massively multiplayer online role-playing games M. Ye and L. Cheng p. 45
Deep computing for games
Using advanced compiler technology to exploit the performance of the Cell Broadband Engine™ architecture A. E. Eichenberger, J. K. O’Brien, K. M. O’Brien, P. Wu, T. Chen, P. H. Oden, D. A. Prener, J. C. Shepherd, B. So, Z. Sura, A. Wang, T. Zhang, P. Zhao, M. K. Gschwind, R. Archambault, Y. Gao, and R. Koo p. 59
MPI microtask for programming the Cell Broadband Engine™ processor M. Ohara, H. Inoue, Y. Sohda, H. Komatsu, and T. Nakatani p. 85
High-performance server systems and the next generation of online games B. D’Amora, K. Magerlein, A. Binstock, A. Nanda, and B. Yee p. 103
Business integration for games
Content protection for games G. Myles and S. Nusser p. 119
A context-aware smart-call-center solution: Improving customer service for online games L. Luo, J. Liu, L. Shao, W. Lu, and M. Ye p. 145
Online games and e-business: Architecture for integrating business models and services into online games C. E. Sharp and M. Rowe p. 161
IT-business relationship
A marketing maturity model for IT: Building a customer-centric IT organization R. Hirschheim, A. Schwarz, and P. Todd p. 181

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