[MUD-Dev] Call for Papers - NetGames2002

Tristan Henderson T.Henderson at cs.ucl.ac.uk
Tue Dec 18 11:09:20 New Zealand Daylight Time 2001

        First Workshop on Network and System Support for Games

                        April 16-17, 2002
                          (TBC), Germany

                        In cooperation with
              ACM SIG MULTIMEDIA (approval requested)


Games, in some respect, have always been a part of human life.
Playing with others, competing to measure strengths and
capabilities, is a pursuit of interest to most people. As technology
has advanced, new types of games have arisen, and the old ones have

The computer-based game exists in a large variety of forms, from
shoot-em-ups to role-playing games to puzzles, and for largely
varying endsystems, from standard PCs to specialized game-consoles
to mobile telephones.  Whilst single-player computer games have
existed for decades, networked games have recently found widespread
interest. For some of the more popular network-based multiplayer
games, appropriate system and network support is required to provide
the players with sufficient performance.  For example, in an
interactive real-time game, delays introduced by local processing
and network transmission may cause inconsistencies in the
distributed state of the game.

Research into networked games is becoming increasingly popular. But
from a technical point of view, the boundary between games and more
'serious' applications is not always clearly defined. Flight
simulators, for instance, may be seen as games but also as (semi)
professional 'training tools'. The purpose of this workshop is to
create a forum for all people, from both academia and industry, who
are interested in the network- and system-oriented aspects of games,
to discuss the issues and solutions arising in this application
domain, to present new research results and to open questions.

Topics of interest include, but are not limited to:

  + Network Aspects of Games
  + Scalability
  + Real-Time Issues
  + Impact of Network and System-Induced Delays
  + Protocols for Networked Games
  + Quality of Service
  + Mobility
  + Consistency
  + Simulators
  + Usage Studies
  + Security
  + Cheating detection and prevention
  + Payment
  + Game Platforms
  + Middleware for Games
  + System Architectures
  + Games on Very Low Resource Endsystems

The workshop is intended to be an active event, and attendees should
not expect to merely sit and listen. To create a productive workshop
environment, active participation will be strongly encouraged.


Extended Abstracts of technical papers, work-in-progress reports,
and position statements with a length of 5 pages (single space, 11pt
font) should be submitted in PDF or postscript format. Submission
instructions will be available on the web in January 2002.  Authors
of accepted papers will be invited to present at the workshop and
publish full-length versions of their papers in the workshop
proceedings.  In addition to regular paper sessions, it is planned
to have time for presentation of work-in-progress, position
statements, outrageous opinions.

Submission deadline:       January 24, 2002
Acceptance Notification:   February 18, 2002
Camera-ready deadline:     March 8, 2002
Workshop:                  April 16-17, 2002

Program Committee

  Grenville Armitage
  Jon Crowcroft, Cambridge University, UK
  Christophe Diot, Sprint ATL
  Stefan Fischer, TU Braunschweig
  Carsten Griwodz, University of Oslo, Norway
  Tristan Henderson, University College London, UK
  Sugih Jamin, University of Michigan, USA
  Brian Neil Levine, University of Massachusetts at Amherst, USA
  Martin Mauve, University of Mannheim, Germany
  Anthony Steed, University College London, UK
  Lars Wolf, University of Karlsruhe, Germany
  Jianxin Jeff Yan, Cambridge University, UK

  Manuel Oliveira, University College London, UK
  Lars Wolf, University of Karlsruhe, Germany

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