GameOn: P2p gaming on public transport

Mobile games, and especially multiplayer games are a very popular daily distraction for many users. We hypothesise that commuters travelling on public buses or trains would enjoy being able to play multiplayer games with their fellow commuters to alleviate the commute burden and boredom. We present...

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Main Authors: ZHANG, Nairan, LEE, Youngki, RADHAKRISHNAN, Meera, BALAN, Rajesh Krishna
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Language:English
Published: Institutional Knowledge at Singapore Management University 2015
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Online Access:https://ink.library.smu.edu.sg/sis_research/3259
https://ink.library.smu.edu.sg/context/sis_research/article/4261/viewcontent/p105_zhang.pdf
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Institution: Singapore Management University
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spelling sg-smu-ink.sis_research-42612020-03-31T03:11:31Z GameOn: P2p gaming on public transport ZHANG, Nairan LEE, Youngki RADHAKRISHNAN, Meera BALAN, Rajesh Krishna Mobile games, and especially multiplayer games are a very popular daily distraction for many users. We hypothesise that commuters travelling on public buses or trains would enjoy being able to play multiplayer games with their fellow commuters to alleviate the commute burden and boredom. We present quantitative data to show that the typical one-way commute time is fairly long (at least 25 minutes on average) as well as survey results indicating that commuters are willing to play multiplayer games with other random commuters. In this paper, we present GameOn, a system that allows commuters to participate in multiplayer games with each other using p2p networking techniques that reduces the need to use high latency and possibly expensive cellular data connections. We show how GameOn uses a cloud-based matchmaking server to eliminate the overheads of discovery as well as show why GameOn uses Wi-Fi Direct over Bluetooth as the p2p networking medium. We describe the various system components of GameOn and their implementation. Finally, we present numerous results collected by using GameOn, with three real games, on many different public trains and buses with up to four human players in each game play. 2015-05-01T07:00:00Z text application/pdf https://ink.library.smu.edu.sg/sis_research/3259 info:doi/10.1145/2742647.2742660 https://ink.library.smu.edu.sg/context/sis_research/article/4261/viewcontent/p105_zhang.pdf http://creativecommons.org/licenses/by-nc-nd/4.0/ Research Collection School Of Computing and Information Systems eng Institutional Knowledge at Singapore Management University Mobile games multiplayer games commuting public transport Computer Sciences Software Engineering
institution Singapore Management University
building SMU Libraries
continent Asia
country Singapore
Singapore
content_provider SMU Libraries
collection InK@SMU
language English
topic Mobile games
multiplayer games
commuting
public transport
Computer Sciences
Software Engineering
spellingShingle Mobile games
multiplayer games
commuting
public transport
Computer Sciences
Software Engineering
ZHANG, Nairan
LEE, Youngki
RADHAKRISHNAN, Meera
BALAN, Rajesh Krishna
GameOn: P2p gaming on public transport
description Mobile games, and especially multiplayer games are a very popular daily distraction for many users. We hypothesise that commuters travelling on public buses or trains would enjoy being able to play multiplayer games with their fellow commuters to alleviate the commute burden and boredom. We present quantitative data to show that the typical one-way commute time is fairly long (at least 25 minutes on average) as well as survey results indicating that commuters are willing to play multiplayer games with other random commuters. In this paper, we present GameOn, a system that allows commuters to participate in multiplayer games with each other using p2p networking techniques that reduces the need to use high latency and possibly expensive cellular data connections. We show how GameOn uses a cloud-based matchmaking server to eliminate the overheads of discovery as well as show why GameOn uses Wi-Fi Direct over Bluetooth as the p2p networking medium. We describe the various system components of GameOn and their implementation. Finally, we present numerous results collected by using GameOn, with three real games, on many different public trains and buses with up to four human players in each game play.
format text
author ZHANG, Nairan
LEE, Youngki
RADHAKRISHNAN, Meera
BALAN, Rajesh Krishna
author_facet ZHANG, Nairan
LEE, Youngki
RADHAKRISHNAN, Meera
BALAN, Rajesh Krishna
author_sort ZHANG, Nairan
title GameOn: P2p gaming on public transport
title_short GameOn: P2p gaming on public transport
title_full GameOn: P2p gaming on public transport
title_fullStr GameOn: P2p gaming on public transport
title_full_unstemmed GameOn: P2p gaming on public transport
title_sort gameon: p2p gaming on public transport
publisher Institutional Knowledge at Singapore Management University
publishDate 2015
url https://ink.library.smu.edu.sg/sis_research/3259
https://ink.library.smu.edu.sg/context/sis_research/article/4261/viewcontent/p105_zhang.pdf
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