[game_edu] Internet Computing -- SI on "Networked Games"

Mark Claypool claypool at cs.wpi.edu
Fri Apr 5 10:42:49 EDT 2013



==========================================================================
Call for papers:

IEEE Internet Computing -- SI on "Networked Games"

http://www.computer.org/portal/web/computingnow/iccfp3
==========================================================================

Final submission due 1 September 2013
Publication date: May/June 2014

(Please email the guest editors a brief description
of the article you plan to submit by 15 August 2013.)

Networked games have grown in popularity over the past decade,
catalyzed by the spread of mobile and residential Internet
connections with high capacities and low latencies that
encourage game developers to incorporate networked features
into their products. Although networked games have demonstrated
commercial, artistic, and technical successes, challenges and
opportunities remain as computer technologies continue to grow.
Powerful, inexpensive PCs and game consoles provide the potential
for immersive, multiplayer game play, but must still overcome
the geographic dispersion of gamers to be fun. Cloud computing
promises new models for game computation, with the added challenge
of delivering interactive game content to players. Cheap,
always-connected smartphones and tablets provide a new frontier
for game development, but with the connectivity and security
challenges that come with mobile, wireless networks. Underneath
all this is the challenge of connecting clients and servers over
shared and unpredictably congested IP networks.

This special issue aims to bring together new research results
from a variety of backgrounds that address these core challenges.

Topics of interest include networked game-related work in:

- scalability, cloud support, and game system architectures;
- performance evaluation and optimization;
- effective visualization on Internet infrastructures;
- efficient message distribution and network protocol design;
- latency issues and lag compensation techniques;
- operating system enhancements, service platforms, and middleware;
- multiplayer usability, quality of experience, and user behavior studies;
- mobile games;
- security and cheat detection and prevention; and
- social networking in multiplayer games.

Editors' note: We encourage submissions from both academic and
industrial practitioners, especially as they pertain to open
source tools or products, but content must have technical merit,
not be an advertisement.

Submission Guidelines

All submissions must be original manuscripts of fewer than 5,000 words,
focused on Internet technologies and implementations. All manuscripts
are subject to peer review on both technical merit and relevance to
IC's international readership—primarily practicing engineers and
academics who are looking for material that introduces new technology
and broadens familiarity with current topics. We do not accept white
papers, and we discourage strictly theoretical or mathematical papers.

To submit a manuscript, please log on to ScholarOne
(https://mc.manuscriptcentral.com:443/ic-cs) to create or access an
account, which you can use to log on to IC's Author Center
(http://www.computer.org/portal/web/peerreviewmagazines/acinternet)
and upload your submission.

Guest Editors @ ic3-2014 at computer.org
Mark Claypool, Worcester Polytechnic Institute, USA
Grenville Armitage, Swinburne University of Technology, Australia
M. Brian Blake, University of Miami, USA

==========================================================================


More information about the game_edu mailing list