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1st NETGAMES 2002: Braunschweig, Germany
- Lars C. Wolf:

Proceedings of the 1st Workshop on Network and System Support for Games, NETGAMES 2002, Braunschweig, Germany, April 16-17, 2002, 2003. ACM 2002, ISBN 1-58113-493-2 - Ashwin R. Bharambe, Sanjay G. Rao, Srinivasan Seshan

:
Mercury: a scalable publish-subscribe system for internet games. 3-9 - Lars Aarhus, Knut Holmqvist, Martin Kirkengen:

Generalized two-tier relevance filtering of computer game update events. 10-13 - Stefan A. Fiedler, Michael Wallner, Michael Weber:

A communication architecture for massive multiplayer games. 14-22 - Martin Mauve, Stefan Fischer, Jörg Widmer

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A generic proxy system for networked computer games. 25-28 - Carsten Griwodz:

State replication for multiplayer games. 29-35 - Daniel Bauer, Sean Rooney, Paolo Scotton:

Network infrastructure for massively distributed games. 36-43 - Tristan Henderson

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Observations on game server discovery mechanisms. 47-52 - Johannes Färber:

Network game traffic modelling. 53-57 - Frank H. P. Fitzek, Gerrit Schulte, Martin Reisslein:

System architecture for billing of multi-player games in a wireless environment using GSM/UMTS and WLAN services. 58-64 - Eric Cronin, Burton Filstrup, Anthony R. Kurc, Sugih Jamin:

An efficient synchronization mechanism for mirrored game architectures. 67-73 - Christian Schaefer, Thomas Enderes, Hartmut Ritter, Martina Zitterbart:

Subjective quality assessment for multiplayer real-time games. 74-78 - Lothar Pantel, Lars C. Wolf:

On the suitability of dead reckoning schemes for games. 79-84

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