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| Content Provider | ACM Digital Library |
|---|---|
| Author | Schulte, Gerrit Fitzek, Frank Reisslein, Martin |
| Abstract | Games played by multiple users, each using a wireless terminal (e.g., PDA), have tremendous revenue potential for next generation wireless systems. However, the next generation of wireless systems (such as UMTS and other 3G systems) alone will not be able to provide the tight delay bounds required by these multi-player games. We develop a system architecture that enables high-quality games among multiple wireless users and at the same time enables network service providers and game service providers to charge for the gaming service. Our architecture relies on wireless vertical communication conducted over UMTS to register (authenticate) the users at the commencement of a game and to report scores at the end of the game. During the game the players exchange information over wireless horizontal communication conducted over wireless LANs. Our architecture is particularly well suited for games that have off-line software distribution, but require a registration (authentication) each time the game is played. In this paper we describe our system architecture, which involves a UMTS-based Wireless Overlay Communication System (WOCS), and give the protocol for game initiation and score submissions. We also outline business cases for our system architecture and discuss the network provider's perspective. |
| Starting Page | 58 |
| Ending Page | 64 |
| Page Count | 7 |
| File Format | |
| ISBN | 1581134932 |
| DOI | 10.1145/566500.566509 |
| Language | English |
| Publisher | Association for Computing Machinery (ACM) |
| Publisher Date | 2002-04-16 |
| Publisher Place | New York |
| Access Restriction | Subscribed |
| Subject Keyword | Ad-hoc Authentication Billing Wlan Hotspot Multi-player games Business case Gaming Umts |
| Content Type | Text |
| Resource Type | Article |
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