[Fwd: [e2e] SIG on Networked Computer Games]

From: Jeremy Elson (jelson@circlemud.org)
Date: 03/16/01

Thought list members might find this interesting in case anyone feels
like writing an academic paper about your tinkering :-)


--------- Original Message --------
Subject: [e2e] SIG on Networked Computer Games
Date: Fri, 16 Mar 2001 14:37:48 +0100
From: Joerg Widmer <widmer@informatik.uni-mannheim.de>
Organization: University of Mannheim
To: end2end <end2end-interest@postel.org>

Hi all,
With respect to the recent discussion about networked computer games
this SIG might be of interest.


                   Call for Participation

Special Interest Group on Networked Computer Games (SIG NetGame)

Over the past three to four years networked computer games have been a
tremendous commercial success. Games like Ultima Online, Everquest, Doom,
Quake, Diablo II and others have attracted an audience of several million
players, worldwide. They are one of the few Internet services for which
end users are actually willing to pay money. As the Internet becomes
ubiquitous through wireless and/or cheaper Internet access the the
audience for networked computer games will increase rapidly, creating
a mass market with a multi-billion dollar volume.

However, most - if not all - of the successful networked computer games have
encountered a large number of technical challenges that are inherent to this
application area. These range from inadequate support by network and transport
protocols to consistency problems and security breaches (or cheating as
players prefer to call it). At the same time scientists have begun to discover
networked computer games as an extremely challenging and rewarding area of
research. What makes this area of research particularly fascinating is that
solutions found for networked computer games tend to solve related problems
in other areas such as computer supported collaborative work, distance
education and telemedicine.

It is the aim of this SIG to bring together developers of commercial and
non-commercial networked computer games, service providers, scientists, and
interested individuals in order to discuss - and possibly solve - technical
challenges of networked computer games. Topics of interest include, but are
certainly not limited to:

- - network and transport protocols
- - application-level protocol design
- - architectures for service providers
- - consistency mechanisms
- - security / cheating prevention
- - middle-ware (e.g. Direct Play)
- - billing and charging

... for networked computer games.

You can subscribe to the NetGame mailing list through the NetGame


or by sending a mail to:


  with the following line in the BODY of the message:


I'm looking forward to interesting discussions on netgame-l.


Martin Mauve

Disclaimer: This SIG is currently not affiliated with any other

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