In these recent years, with the gain in popularity of online games, we are witnessing a progressive increment in the number of massive multiplayer online games available over the Internet. Given the scalability requirements imposed by a huge population of users over an extended length of time, game providers face the major challenge of long-term IT infrastructures dimensioning. In particular, the risks are over-allocation (wasting resource and money) or non-timely upgrades (loosing subscribers and revenues.) In this paper we advocate Cloud Computing as a viable solution to dynamically allocate resource for a massive game service infrastructure in order to satisfy users’ needs while minimizing maintenance costs. To this extent we envision a mid-term future where game provisioning will be performed by means of a three-tier architecture: the users, the game provider, and the cloud provider. We believe that many medium/small game providers may benefit from the on-demand resources allocation infrastructure offered by the cloud, due to shorter deployment time and reduced total cost of ownership.

Cloud computing to support the evolution of massive multiplayer online games / D. Maggiorini, L. A. Ripamonti - In: ENTERprise information systems : international conference, CENTERIS 2011, Vilamoura, Portugal, october 5-7, 2011 : proceedings, Part II / [a cura di] M. M. Cruz-Cunha, J.Varajão, P. Powell, R. Martinho. - Berlin : Springer, 2011. - ISBN 9783642243547. - pp. 101-110 (( convegno International Conference on Enterprise Information Systems tenutosi a Vilamoura, Portugal nel 2011 [10.1007/978-3-642-24355-4_11].

Cloud computing to support the evolution of massive multiplayer online games

D. Maggiorini;L. A. Ripamonti
2011

Abstract

In these recent years, with the gain in popularity of online games, we are witnessing a progressive increment in the number of massive multiplayer online games available over the Internet. Given the scalability requirements imposed by a huge population of users over an extended length of time, game providers face the major challenge of long-term IT infrastructures dimensioning. In particular, the risks are over-allocation (wasting resource and money) or non-timely upgrades (loosing subscribers and revenues.) In this paper we advocate Cloud Computing as a viable solution to dynamically allocate resource for a massive game service infrastructure in order to satisfy users’ needs while minimizing maintenance costs. To this extent we envision a mid-term future where game provisioning will be performed by means of a three-tier architecture: the users, the game provider, and the cloud provider. We believe that many medium/small game providers may benefit from the on-demand resources allocation infrastructure offered by the cloud, due to shorter deployment time and reduced total cost of ownership.
Cloud computing; Massive Multiplayer Online Games; Scalability
Settore INF/01 - Informatica
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Utilizza questo identificativo per citare o creare un link a questo documento: http://hdl.handle.net/2434/169260
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