Publication Type

Conference Proceeding Article

Version

publishedVersion

Publication Date

5-2015

Abstract

This paper extends our recent work, called GameOn, which presented a system for allowing public transport commuters to engage in multiplayer games with fellow commuters traveling on the same bus or train. An important challenge for GameOn is to group players with reliable connections into the same game. In this case, the meaning of reliability has two dimensions. First, the network connectivity (TCP, UDP etc.) should be robust. Second, the players should be collocated with each other for a sufficiently long duration so that a game session will not be terminated by players leaving the public transport modality such as bus or train. In the GameOn paper, we focused on the first dimension while in this paper we describe detailed constraints and policies used by the matchmaker and discuss the influences of using GameOn on game design.

Keywords

Matchmaking, p2p Games, Mobile Gaming, Public Transportation

Discipline

Digital Communications and Networking | Software Engineering

Research Areas

Software and Cyber-Physical Systems

Publication

MobiGames '15: Proceedings of the 2nd Workshop on Mobile Gaming, Florence, Italy, May 19

First Page

31

Last Page

36

ISBN

9781450334990

Identifier

10.1145/2751496.2751503

Publisher

ACM

City or Country

New York

Copyright Owner and License

Publisher

Additional URL

https://doi.org/10.1145/2751496.2751503

Share

COinS