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AuthorTitleYearJournal/ProceedingsReftypeDOI/URL
Aarhus, L., Holmqvist, K. & Kirkengen, M. Generalized two-tier relevance filtering of computer game update events 2002 Proceedings of the 1st workshop on Network and system support for games, pp. 10-13  inproceedings DOI URL 
Abdelkhalek, A. & Bilas, A. Parallelization and performance of interactive multiplayer game servers 2004 Proceedings of the 18th International Parallel and Distributed Processing Symposium, pp. 72–81  inproceedings DOI  
Achterbosch, L., Pierce, R. & Simmons, G. Massively multiplayer online role-playing games: the past, present, and future 2008 Computers in Entertainment
Vol. 5, pp. 9:1-9:33 
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Adler, B. Social Gaming in the Cloud: A Technical White Paper 2010   techreport URL 
Ahmed, D.T. & Shirmohammadi, S. Zoning Issues and Area of Interest Management in Massively Multiplayer Online Games 2009 Handbook of Multimedia for Digital Entertainment and Arts, pp. 175-195  incollection URL 
Ahmed, D.T. & Shirmohammadi, S. Networking for Massively Multiuser Online Gaming 2008 Encyclopedia of Multimedia, pp. 664-670  incollection URL 
Ahmed, D.T., Shirmohammadi, S. & Oliveira, J. Improving gaming experience in zonal MMOGs 2007 Proceedings of the 15th international conference on Multimedia, pp. 581-584  inproceedings URL 
Almroth, D. PikkoServer, how to scale game servers and enable player density. 2010 Erlang User Conference 2010, Stockholm  conference URL 
Altmann, Jö., Ion, M. & Mohammed, A.A.B. Taxonomy of Grid Business Models 2007 Proceedings of the 4th international conference on Grid economics and business models, pp. 29-43  inproceedings URL 
Anthes, C., Fahringer, T. & Kranzlmüller, D. Real-Time Online Interactive Applications on the Grid (ROIA 2008) 2009
Vol. 5415Euro-Par 2008 Workshops - Parallel Processing, pp. 327-328 
incollection URL 
Anthes, C., Landertshamer, R., Bressler, H. & Volkert, J. Developing VR Applications for the Grid 2009
Vol. 5415Euro-Par 2008 Workshops - Parallel Processing, pp. 352-360 
incollection URL 
Anthes, C., Landertshamer, R. & Volkert, J. Physically-Based Interaction for Networked Virtual Environments 2007
Vol. 4488Computational Science – ICCS 2007, pp. 776-783 
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Anthes, C., Wilhelm, A., Landertshamer, R., Bressler, H. & Volkert, J. Net’O’Drom– An Example for the Development of Networked Immersive VR Applications 2007
Vol. 4488Computational Science – ICCS 2007, pp. 752-759 
incollection URL 
Aranda, G., Botti, V. & Carrascosa, C. MMOG based on MAS: the MMOG layer 2009 Proceedings of The 8th International Conference on Autonomous Agents and Multiagent Systems - Volume 2, pp. 1149-1150  inproceedings URL 
Aranda, G., Carrascosa, C. & Botti, V. Characterizing Massively Multiplayer Online Games as Multi-Agent Systems 2008
Vol. 5271Hybrid Artificial Intelligence Systems, pp. 507-514 
incollection DOI  
Armitage, G. Discovering First Person Shooter game servers online: techniques and challenges 2008 International Journal of Advanced Media and Communication
Vol. 2, pp. 402-414 
article DOI URL 
Assiotis, M. & Tzanov, V. A Distributed Architecture for MMORPG 2006 Proceedings of 5th ACM SIGCOMM workshop on Network and system support for games  inproceedings DOI URL 
Austin, K. Online gaming applications 2003 ACM SIGGRAPH 2003 Web Graphics, pp. 1-1  inproceedings DOI URL 
Ayu's Blätterblog Ayu's Blätterblog - Du nicht kaufen Gold bei Goldseller! 2010 Webseite  electronic URL 
Backhaus, H. & Krause, S. QuON – a Quad-Tree Based Overlay Protocol for Distributed Virtual Worlds 2010 International Journal of Advanced Media and Communication
Vol. 4, pp. 126-139 
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Balan, R., Ebling, M., Castro, P. & Misra, A. Matrix: Adaptive Middleware for Distributed Multiplayer Games 2005
Vol. 3790Middleware 2005, pp. 390-400 
incollection URL 
Barrus, J.W., Waters, R.C. & Anderson, D.B. Locales and Beacons: Efficient and Precise Support for Large Multi-User Virtual Environments 1996 Proceedings of the 1996 Virtual Reality Annual International Symposium (VRAIS 96), pp. 204-  inproceedings URL 
Bartle, R.A. From MUDs to MMORPGs: The History of Virtual Worlds 2010 International Handbook of Internet Research, pp. 23-39  incollection URL 
Baumgart, I., Heep, B. & Krause, S. OverSim: Ein skalierbares und flexibles Overlay-Framework für Simulation und reale Anwendungen 2009 PIK - Praxis der Informationsverarbeitung und Kommunikation
Vol. 32(3), pp. 179-182 
article  
Baun, C., Kunze, M., Nimis, J. & Tai, S. Cloud Computing 2011   book URL 
Bettner, P. & Terrano, M. 1500 Archers on a 28.8: network programming in Age of Empires and beyond 2001 Webseite  electronic URL 
Bezerra, C.E. & Geyer, C.F. A load balancing scheme for massively multiplayer online games 2009 Multimedia Tools and Applications
Vol. 45, pp. 263-289 
article DOI URL 
Bharambe, A.R., Pang, J. & Seshan, S. A Distributed Architecture for Interactive Multiplayer Games   misc  
Bharambe, A.R., Pang, J. & Seshan, S. Colyseus: A Distributed Architecture for Online Multiplayer Games. 2006 Proceedings of the 3rd conference on Networked Systems Design & Implementation - Volume 3, pp. 12-12  inproceedings URL 
Bharambe, A.R., Rao, S. & Seshan, S. Mercury: A Scalable Publish-Subscribe System for Internet Games 2002 Proceedings of the 1st workshop on Network and system support for games, pp. 3-9  inproceedings DOI URL 
Bickson, D., Hoch, E.N., Naaman, N. & Tock, Y. A Hybrid Multicast-Unicast Infrastructure for Efficient Publish-Subscribe in Enterprise Networks 2010 Proceedings of the 3rd Annual Haifa Experimental Systems Conference, pp. 21:1-21:7  inproceedings DOI URL 
BigWorld BigWorld Technology Server Whitepaper 2009   techreport URL 
Blackman, T. & Waldo, J. Scalable data storage in Project Darkstar 2009   techreport URL 
Bossche, B.V.D., Vleeschauwer, B.D., Verdickt, T., Turck, F.D., Dhoedt, B. & Demeester, P. On The Use of Java Server Side Technologies for the Design of Dynamically Redeployable MMOGs 2006 International Conference on Internet Computing, pp. 430-436  inproceedings  
Bosser, A.-G. Massively Multi-Player Games: Matching Game Design with Technical Design 2004 Proceedings of the 2004 ACM SIGCHI International Conference on Advances in computer entertainment technology, pp. 263-268  inproceedings DOI URL 
Boulanger, J.-S., Kienzle, J. & Verbrugge, C. Comparing Interest Management Algorithms for Massively Multiplayer Games 2006 Proceedings of 5th ACM SIGCOMM workshop on Network and system support for games  inproceedings DOI URL 
Boulos, M.N.K., Hetherington, L. & Wheeler, S. Second Life: an overview of the potential of 3-D virtual worlds in medical and health education 2007 Health Information & Libraries Journal
Vol. 24(4), pp. 233-245 
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Bouras, C., Giannaka, E. & Tsiatsos, T. Partitioning of Distributed Virtual Environments Based on Objects' Attributes 2007 Proceedings of the 11th IEEE International Symposium on Distributed Simulation and Real-Time Applications, pp. 72-75  inproceedings DOI URL 
Briceno, L.D., Siegel, H.J., Maciejewski, A.A., Hong, Y., Lock, B., Teli, M.N., Wedyan, F., Panaccione, C., Klumph, C., Willman, K. & Zhang, C. Robust resource allocation in a massive multiplayer online gaming environment 2009 Foundations of Digital Games, pp. 232-239  inproceedings DOI  
Brightman, J. Battlefield 3 ships 10 million in first week, sees biggest day-one shipment in EA history 2011 Webseite  electronic URL 
Brun, J., Safaei, F. & Boustead, P. Server topology considerations in online games 2006 Proceedings of 5th ACM SIGCOMM workshop on Network and system support for games  inproceedings DOI URL 
Bubak, M., Funika, W., Baliś, B., Szepieniec, T., Guzy, K. & Wismüller, R. Real-Time Performance Support for Complex Grid Applications 2009
Vol. 5415Euro-Par 2008 Workshops - Parallel Processing, pp. 329-338 
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Cacciaguerra, S. & D'Angelo, G. The playing session: enhanced playability for mobile gamers in massive metaverses 2008 International Journal of Computer Games Technology
Vol. 2008, pp. 5:1-5:9 
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Cacciaguerra, S., Ferretti, S., Roccetti, M. & Roffilli, M. Car racing through the streets of the web: a high-speed 3D game over a fast synchronization service 2005 Special interest tracks and posters of the 14th international conference on World Wide Web, pp. 884-885  inproceedings DOI URL 
Cagnina, M. & Poian, M. Beyond e-business models: the road to virtual worlds 2009 Electronic Commerce Research
Vol. 9, pp. 49-75 
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Cai, W., Xavier, P., Turner, S.J. & Lee, B.-S. A scalable architecture for supporting interactive games on the internet 2002 Proceedings of the sixteenth workshop on Parallel and distributed simulation, pp. 60-67  inproceedings URL 
Caltagirone, S., Keys, M., Schlief, B. & Willshire, M.J. Architecture for a massively multiplayer online role playing game engine 2002 Journal of Computing Sciences in Colleges
Vol. 18, pp. 105-116 
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Castronova, E. On Virtual Economies 2002 (752)  techreport URL 
Caves, R.E. Contracts between Art and Commerce 2003 The Journal of Economic Perspectives
Vol. 17(2), pp. 73-84 
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CCP Introducing time dilation. 2011 Webseite  electronic URL 
Cecin, F.R., Real, R., Jannone, R.D.O., Fern, C. & Geyer, O.R. FreeMMG: A Scalable and CheatResistant Distribution Model for Internet Games. DSRT 2004 in Proc. of International Symposium on Distributed Simulation and Real-Time Applications, pp. 83-90  inproceedings  
Chandu, V.P. & Singh, K. A Model for Multiplayer Interactive Games in Cellular Wireless Environment 2008 Innovative Techniques in Instruction Technology, E-learning, E-assessment, and Education, pp. 241-248  incollection URL 
Chang, T. Gaming will save us all 2010 Communications of the ACM
Vol. 53, pp. 22-24 
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Chastine, J.W., Brooks, J.C., Zhu, Y., Owen, G.S., Harrison, R.W. & Weber, I.T. AMMP-Vis: a collaborative virtual environment for molecular modeling 2005 Proceedings of the ACM symposium on Virtual reality software and technology, pp. 8-15  inproceedings DOI URL 
Chen, C.-M., Huang, T.-Y., Chen, K.-T. & Huang, P. Quantifying the effect of content-based transport strategies for online role playing games 2008 Proceedings of the 7th ACM SIGCOMM Workshop on Network and System Support for Games, pp. 98-99  inproceedings DOI URL 
Chen, J., Wu, B., Delap, M., Knutsson, B., Lu, H. & Amza, C. Locality aware dynamic load management for massively multiplayer games 2005 Proceedings of the tenth ACM SIGPLAN symposium on Principles and practice of parallel programming, pp. 289-300  inproceedings DOI URL 
Chen, K.-T., Huang, P., Huang, C.-Y. & Lei, C.-L. Game traffic analysis: an MMORPG perspective 2005 Proceedings of the international workshop on Network and operating systems support for digital audio and video, pp. 19-24  inproceedings DOI URL 
Chen, K.-T. & Lei, C.-L. Network game design: hints and implications of player interaction 2006 Proceedings of 5th ACM SIGCOMM workshop on Network and system support for games  inproceedings DOI URL 
Chen, P., Hung, C.-Y., Ko, C.-H. & Chen, Y.-C. Preservation of Evidence in Case of Online Gaming Crime 2008
Vol. 5075Intelligence and Security Informatics, pp. 229-244 
incollection DOI  
Chertov, R. & Fahmy, S. Optimistic load balancing in a distributed virtual environment 2006 Proceedings of the 2006 international workshop on Network and operating systems support for digital audio and video, pp. 13:1-13:6  inproceedings DOI URL 
Chiang, A.Y.S., Chiu, D.K.W., Hung, P.C.K. & Zheng, Y. Providing More Customized Services for Online Games Using Service Oriented Architecture and Three-Tier Views: A Case Study "Mankind" 2007 Proceedings of the 21st International Conference on Advanced Information Networking and Applications Workshops - Volume 02, pp. 1007-1012  inproceedings DOI URL 
Choo, K.-K. & Smith, R. Criminal Exploitation of Online Systems by Organised Crime Groups 2008 Asian Journal of Criminology
Vol. 3, pp. 37-59 
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Cicirelli, F., Furfaro, A., Giordano, A. & Nigro, L. Parallel Simulation of Multi-agent Systems Using Terracotta 2010 Proceedings of the 2010 IEEE/ACM 14th International Symposium on Distributed Simulation and Real Time Applications, pp. 219-222  inproceedings DOI URL 
Clemons, E. Business Models for Monetizing Internet Applications and Web Sites: Experience, Theory, and Predictions 2009 Journal of Management Information Systems
Vol. 26, pp. 15-41 
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Coumans, E. Bullet 2.76 Physics SDK Manual 2010   manual URL 
Crawford, C., Dias, D., Iyengar, A., Novaes, M. & Zhang, L. Commercial applications of grid computing 2004 Performance analysis and grid computing, pp. 211-229  incollection URL 
D'amora, B., Nanda, A.K., Magerlein, K.A., Binstock, A. & Yee, B. High-performance server systems and the next generation of online games 2006 IBM Systems Journal
Vol. 45, pp. 103-118 
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Dünnweber, J. & Gorlatch, S. Higher-Order Components for Grid Programming: Making Grids More Usable 2009   book  
Das, T.K., Singh, G., Mitchell, A., Kumar, P.S. & McGee, K. NetEffect: a network architecture for large-scale multi-user virtual worlds 1997 Proceedings of the ACM symposium on Virtual reality software and technology, pp. 157-163  inproceedings DOI URL 
De Oliveira, J.C., Ahmed, D.T. & Shirmohammadi, S. Performance Enhancement in MMOGs Using Entity Types 2007 Proceedings of the 11th IEEE International Symposium on Distributed Simulation and Real-Time Applications, pp. 25-30  inproceedings DOI URL 
De Vleeschauwer, B., Van Den Bossche, B., Verdickt, T., De Turck, F., Dhoedt, B. & Demeester, P. Dynamic microcell assignment for massively multiplayer online gaming 2005 Proceedings of 4th ACM SIGCOMM workshop on Network and system support for games, pp. 1-7  inproceedings DOI URL 
Deen, G., Hammer, M., Bethencourt, J., Eiron, I., Thomas, J. & Kaufman, J.H. Running Quake II on a grid 2006 IBM Systems Journal
Vol. 45, pp. 21-44 
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Delaney, D., Ward, T. & McLoone, S. On consistency and network latency in distributed interactive applications: a survey--part I 2006 Presence: Teleoperators and Virtual Environments
Vol. 15, pp. 218-234 
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Delap, S. & Stafford, R. League of Legends: Scaling to Millions of Ninjas, Yordles, and Wizards 2010 QCon San Francisco 2010  conference URL 
DeLoura, M. Choosing the game engine that is right for you 2009 Game Developers Conference China 2009  conference URL 
Demers, A., Gehrke, J., Koch, C., Sowell, B. & White, W. Database research in computer games 2009 Proceedings of the 35th SIGMOD international conference on Management of data, pp. 1011-1014  inproceedings DOI URL 
Denault, A. & Kienzle, J. The perils of using simulations to evaluate Massively Multiplayer Online Game performance 2010 Proceedings of the 3rd International ICST Conference on Simulation Tools and Techniques, pp. 4:1-4:8  inproceedings DOI URL 
Detwiler, S. & Marr, J. Building the Server Software for ELIMINATE 2010 Game Developers Conference 2010  conference URL 
Dickey, C.G., Zappala, D. & Lo, V. A fully distributed architecture for massively multiplayer online games 2004 Network and System Support for Games  inproceedings DOI  
Digi-Capital Global Video Games Investment Review 2011   techreport URL 
Digibarn Computer Museum 2011 Webseite  electronic URL 
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Ducheneaut, N., Yee, N., Nickell, E. & Moore, R.J. Building an MMO With Mass Appeal 2006 Games and Culture
Vol. 1(4), pp. 281-317 
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Dymek, M. Content strategies of the future: between games and stories -- crossroads for the video game industry 2008 Proceedings of the 3rd international conference on Digital Interactive Media in Entertainment and Arts, pp. 420-426  inproceedings DOI URL 
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El Merhebi, S., Hoelt, J.-C., Torguet, P. & Jessel, J.-P. Perception-based filtering for MMOGs 2008 International Journal of Computer Games Technology
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Electrotank ElectroServer 5 features 2011 Webseite  electronic URL 
Eroglu, O., Mantar, H.A. & Sevilgen, F.E. Quadtree-based approach to data distribution management for distributed simulations 2008 Proceedings of the 2008 Spring simulation multiconference, pp. 667-674  inproceedings URL 
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Fahringer, T., Anthes, C., Arragon, A., Lipaj, A., Müller-Iden, J., Rawlings, C., Prodan, R. & Surridge, M. The edutain@grid Project 2007
Vol. 4685Grid Economics and Business Models, pp. 182-187 
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Farooq, U. & Glauert, J. Joint Hierarchical Nodes Based User Management (JoHNUM) Infrastructure for the Development of Scalable and Consistent Virtual Worlds 2009 Proceedings of the 2009 13th IEEE/ACM International Symposium on Distributed Simulation and Real Time Applications, pp. 105-112  inproceedings DOI URL 
Fayad, M., Hamza, H.S. & Sánchez, H.A. Towards scalable and adaptable software architectures 2005 Proceedings of the 2005 IEEE International Conference on Information Reuse and Integration, pp. 102-107  inproceedings DOI  
Feng, W.-c., Chang, F., Feng, W.-c. & Walpole, J. A traffic characterization of popular on-line games 2005 IEEE/ACM Transactions on Networking
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Ferrara, E., Fiumara, G. & Pagano, F. Living city: a collaborative browser-based Massively Multiplayer Online Game 2010 Proceedings of the 3rd International ICST Conference on Simulation Tools and Techniques, pp. 9:1-9:8  inproceedings DOI URL 
Ferretti, S. & D'Angelo, G. Multiplayer Online Games over scale-free networks: a viable solution? 2010 Proceedings of the 3rd International ICST Conference on Simulation Tools and Techniques, pp. 5:1-5:8  inproceedings DOI URL 
Ferretti, S., Roccetti, M. & Palazzi, C.E. An Optimistic Obsolescence-Based Approach To Event Synchronization For Massively Multiplayer Online Games 2007 International Journal of Computers and Applications
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Ferretti, S., Roccetti, M. & Salomoni, P. Online Gaming 2008 Encyclopedia of Multimedia, pp. 680-685  incollection URL 
Ferris, J., Surridge, M. & Glinka, F. Securing Real-Time On-Line Interactive Applications in edutain@grid 2009
Vol. 5415Euro-Par 2008 Workshops - Parallel Processing, pp. 371-381 
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Ferris, J., Surridge, M. & Watkins, E. Business Value Chains in Real-Time On-Line Interactive Applications 2008
Vol. 5206Grid Economics and Business Models, pp. 1-12 
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Ferris, J., Surridge, M., Watkins, E., Fahringer, T., Prodan, R., Glinka, F., Gorlatch, S., Anthes, C., Arragon, A., Rawlings, C. & Lipaj, A. Edutain@Grid: A Business Grid Infrastructure for Real-Time On-Line Interactive Applications 2008
Vol. 5206Grid Economics and Business Models, pp. 152-162 
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Genovali, L. & Ricci, L. Voronoi models for distributed virtual environments 2008 Proceedings of the 2008 ACM CoNEXT Conference, pp. 43:1-43:2  inproceedings DOI URL 
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gotoAndPlay() Clustering SmartFoxServer - Integrating the Terracotta technology with SmartFoxServer PRO to build highly available and scalable multiplayer services. 2008   techreport URL 
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Hamari, J. & Lehdonvirta, V. Game design as marketing: How game mechanics create demand for virtual goods 2010 International Journal of Business Science and Applied Management
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Vol. 352Next Generation Data Technologies for Collective Computational Intelligence, pp. 303-328 
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Vol. 4469Technologies for E-Learning and Digital Entertainment, pp. 864-875 
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