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<pubDate>Wed, 03 Dec 2008 04:39:24 +0100</pubDate>
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<title>Innovation and Strategy of Online Games</title>
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<description>Innovation and Strategy of Online Games</description>
<pubDate>Wed, 03 Dec 2008 04:39:24 +0100</pubDate>
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<title>Networking and Online Games</title>
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<description>The computer game industry is clearly growing in the direction of multiplayer, online games...</description>
<pubDate>Wed, 03 Dec 2008 04:39:24 +0100</pubDate>
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<title>Exploiting Online Games: Cheating Massively Distributed Systems</title>
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<description>Exploiting Online Games: Cheating Massively Distributed Systems</description>
<pubDate>Wed, 03 Dec 2008 04:39:24 +0100</pubDate>
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<title>Exploiting Online Games</title>
<link>http://agumbo.com/openeurl/page1/15736410/</link>
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<category>online,games</category>
<description>If you are a gamer, a game developer, a software security professional, or an interested bystander, this book exposes the inner workings of online-game security for all to see.From the authors of the best-selling Exploiting Software, Exploiting Online Games takes a frank look at controversial security issues surrounding MMORPGs, such as World of Warcraft? and Second Life®. This no-holds-barred book comes fully loaded with code examples, debuggers, bots, and hacks. This book covers Why online games are a harbinger of software security issues to comeHow millions of gamers have created billion-dollar virtual economiesHow game companies invade personal privacyWhy some gamers cheatTechniques for breaking online game securityHow to build a bot to play a game for youMethods for total conversion and advanced mods Written by the world's foremost software security experts, this book takes a close look at security problems associated with advanced, massively distributed software. With hundreds of thousands of interacting users, today's online games are a bellwether of modern software. The kinds of attack and defense techniques described in Exploiting Online Games are tomorrow's security techniques on display today.</description>
<pubDate>Wed, 03 Dec 2008 04:39:24 +0100</pubDate>
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<title>Networking and Online Games</title>
<link>http://agumbo.com/openeurl/page1/15736411/</link>
<guid>http://agumbo.com/openeurl/page1/15736411/</guid>
<category>online,games</category>
<description>The computer game industry is clearly growing in the direction of multiplayer, online games. Understanding the demands of games on IP (Internet Protocol) networks is essential for ISP (Internet Service Provider) engineers to develop appropriate IP services. Correspondingly, knowledge of the underlying network's capabilities is vital for game developers.   Networking and Online Games concisely draws together and illustrates the overlapping and interacting technical concerns of these sectors. The text explains the principles behind modern multiplayer communication systems and the techniques underlying contemporary networked games. The traffic patterns that modern games impose on networks, and how network performance and service level limitations impact on game designers and player experiences, are covered in-depth, giving the reader the knowledge necessary to develop better gaming products and network services. Examples of real-world multiplayer online games illustrate the theory throughout.   Networking and Online Games:   Provides a comprehensive, cutting-edge guide to the development and service provision needs of online, networked games.  Contrasts the considerations of ISPs (e.g. predicting traffic loads) with those of game developers (e.g. sources of lag/jitter), clarifying coinciding requirements.  Explains how different technologies such as cable, ADSL (Asymmetric Digital Subscriber Line) and wireless, etc., affect online game-play experience, and how different game styles impose varying traffic dynamics and requirements on the network.  Discusses future directions brought by emerging technologies such as UMTS (Universal Mobile Telephone Service), GPRS (General Packet Radio Service), Wireless LANs, IP service Quality, and NAPT/NAT (Network Address Port Translation/Network Address Translation)  Illustrates the concepts using high-level examples of existing multiplayer online games (such as Quake III Arena, Wolfenstein Enemy Territory, and Half-Life 2).    Networking and Online Games will be an invaluable resource for games developers, engineers and technicians at Internet Service Providers, as well as advanced undergraduate and graduate students in Electrical Engineering, Computer Science and Multimedia Engineering.</description>
<pubDate>Wed, 03 Dec 2008 04:39:24 +0100</pubDate>
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<title>Computer and Online Games in Germany</title>
<link>http://agumbo.com/openeurl/page1/15736412/</link>
<guid>http://agumbo.com/openeurl/page1/15736412/</guid>
<category>online,games</category>
<description>How to Strategically Evaluate GermanyPerhaps the most efficient way of evaluating Germany is to consider key dimensions which themselves are composites of multiple factors. Composite portfolio approaches have long been used by strategic planners. The biggest challenge in this approach is to choose the appropriate factors that are the most relevant to international planning. The two measures of greatest relevance to computer and online games are latent demand and market accessibility. The figure below summarizes the key dimensions and recommendations of such an approach. Using these two composites, one can prioritize all countries of the world. Countries of high latent demand and high relative accessibility (e.g. easier entry for one firm compared to other firms) are given highest priority. The figure below shows two different scenarios. Accessibility is defined as a firms ease of entering or supplying from or to a market (the supply side), and latent demand is an indicator of the potential in serving from or to the market (the demand side).Framework for Prioritizing CountriesDemand/Market Potential Driven FirmRelative AccessibilityAccessibility/Supply Averse FirmIn the top figure, the firm is driven by market potential, whereas the bottom figure represents a firm that is driven by costs or by an aversion to difficult markets. This report treats the reader as coming from a generic firm approaching the global market  neither a market-driven nor a cost-driven company. Planners must therefore augment this report with their own company-specific factors that might change the priorities (e.g. a Canadian firm may have higher accessibility in Canada than a German firm).Latent Demand and Accessibility in GermanyThis report provides a detailed overview of factors driving latent demand and accessibility for computer and online games in Germany. Latent demand is largely driven by economic fundamentals specific to computer and online games. This topic is discussed in Chapter 2 using work carried out in Germany on behalf of American firms and authored by the United States government (typically commercial attachés or similar persons in local offices of the U.S. Department of State). I have included a number of edits to clarify the information provided. Latent demand only represents half of the picture. Chapter 2 also deals with micro-accessibility for computer and online games in Germany. I use the term micro since the discussion is focused specifically on computer and online games.Chapter 3 is also a stand-alone report that I have authored. It covers proxy pro-forma financial indicators of firms operating in Germany. I use the word proxy because the provided figures only cover a what if scenario, based on actual operating results for firms in Germany. The numbers are only</description>
<pubDate>Wed, 03 Dec 2008 04:39:24 +0100</pubDate>
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<title>Synthetic Worlds: The Business and Culture of Online Games</title>
<link>http://agumbo.com/openeurl/page1/15736413/</link>
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<category>online,games</category>
<description>With more than five million active players worldwide, online games have become too big to ignore.</description>
<pubDate>Wed, 03 Dec 2008 04:39:24 +0100</pubDate>
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<title>Synthetic Worlds: The Business and Culture of Online Games</title>
<link>http://agumbo.com/openeurl/page1/15736414/</link>
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<category>online,games</category>
<description>From EverQuest to World of Warcraft, online games have evolved from the exclusive domain of computer geeks into an extraordinarily lucrative staple of the entertainment industry. People of all ages and from all walks of life now spend thousands of hours&amp;#8212; and dollars&amp;#8212; partaking in this popular new brand of escapism. But the line between fantasy and reality is starting to blur. Players have created virtual societies with governments and economies of their own whose currencies now trade against the dollar on eBay at rates higher than the yen. And the players who inhabit these synthetic worlds are starting to spend more time online than at their day jobs. In Synthetic Worlds, Edward Castronova offers the first comprehensive look at the online game industry, exploring its implications for business and culture alike. He starts with the players, giving us a revealing look into the everyday lives of the gamers&amp;#8212; outlining what they do in their synthetic worlds and why. He then describes the economies inside these worlds to show how they might dramatically affect real world financial systems, from potential disruptions of markets to new business horizons. Ultimately, he explores the long-term social consequences of online games: If players can inhabit worlds that are more alluring and gratifying than reality, then how can the real world ever compete? Will a day ever come when we spend more time in these synthetic worlds than in our own? Or even more startling, will a day ever come when such questions no longer sound alarmist but instead seem obsolete? With more than ten million active players worldwide&amp;#8212; and with Microsoft and Sony pouring hundreds ofmillions of dollars into video game development&amp;#8212; online games have become too big to ignore. Synthetic Worlds spearheads our efforts to come to terms with this virtual reality and its concrete effects. &amp;#8220; Illuminating. . . . Castronova&amp;#8217; s analysis of the economics of fun is intriguing. Virtual-world economies are designed to make the resulting game interesting and enjoyable for their inhabitants. Many games follow a rags-to-riches storyline, for example. But how can all the players end up in the top 10%? Simple: the upwardly mobile human players need only be a subset of the world's population. An underclass of computer-controlled 'bot' citizens, meanwhile, stays poor forever. Mr. Castronova explains all this with clarity, wit, and a merciful lack of academic jargon.&amp;#8221; &amp;#8212; The Economist &amp;#8220; Synthetic Worlds is a surprisingly profound book about the social, political, and economic issues arising from the emergence of vast multiplayer games on the Internet. What Castronova has realized is that these games, where players contribute considerable labor in exchange for things they value, are not merely like real economies, they are real economies, displaying inflation, fraud, Chinese sweatshops, and some surprising in-game innova</description>
<pubDate>Wed, 03 Dec 2008 04:39:24 +0100</pubDate>
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<title>Networking and Online Games: Understanding and Engineering Multiplayer Internet Games</title>
<link>http://agumbo.com/openeurl/page1/15736415/</link>
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<category>online,games</category>
<description>The computer game industry is clearly growing in the direction of multiplayer, online games. Understanding the demands of games on IP (Internet Protocol) networks is essential for ISP (Internet Service Provider) engineers to develop appropriate IP services.&amp;#160; Correspondingly, knowledge of the underlying network&amp;#8217; s capabilities is vital for game developers.&amp;#160; Networking and Online Games concisely draws together and illustrates the overlapping and interacting technical concerns of these sectors. The text explains the principles behind modern multiplayer communication systems and the techniques underlying contemporary networked games. The traffic patterns that modern games impose on networks, and how network performance and service level limitations impact on game designers and player experiences, are covered in-depth, giving the reader the knowledge necessary to develop better gaming products and network services. Examples of real-world multiplayer online games illustrate the theory throughout. Networking and Online Games: Provides a comprehensive, cutting-edge guide to the development and service provision needs of online, networked games. Contrasts the considerations of ISPs (e.g. predicting traffic loads) with those of game developers (e.g. sources of lag/jitter), clarifying coinciding requirements. Explains how different technologies such as cable, ADSL (Asymmetric Digital Subscriber Line) and wireless, etc., affect online game-play experience, and how different game styles impose varying traffic dynamics and requirements on the network. Discusses future directions brought by emerging technologies such as UMTS (Universal Mobile Telephone Service), GPRS(General Packet Radio Service), Wireless LANs, IP service Quality, and NAPT/NAT (Network Address Port Translation/Network Address Translation) Illustrates the concepts using high-level examples of existing multiplayer online games (such as Quake III Arena, Wolfenstein Enemy Territory, and Half-Life 2). Networking and Online Games will be an invaluable resource for games developers, engineers and technicians at Internet Service Providers, as well as advanced undergraduate and graduate students in Electrical Engineering, Computer Science and Multimedia Engineering.</description>
<pubDate>Wed, 03 Dec 2008 04:39:24 +0100</pubDate>
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<title>Career Building Through Interactive Online Games</title>
<link>http://agumbo.com/openeurl/page1/15736416/</link>
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<category>online,games</category>
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<pubDate>Wed, 03 Dec 2008 04:39:24 +0100</pubDate>
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