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Network Gaming Gabe Westmont Dan Eklof Michael Hare Computer Market How has network gaming affected the computer market? CPU technology has evolved with games in mind (MMX, 3Dnow!). Pre-Pentium era versus Post-Pentium era in regards to gaming. Quake! (1996) Video Card Market

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Network gaming l.jpg

Network Gaming

Gabe Westmont

Dan Eklof

Michael Hare


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Computer Market

  • How has network gaming affected the computer market?

  • CPU technology has evolved with games in mind (MMX, 3Dnow!).

  • Pre-Pentium era versus Post-Pentium era in regards to gaming.

  • Quake! (1996)


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Video Card Market

  • ATI versus nVidia: Who’s winning?

  • The ATI Radeon 9700 Pro weighing in at $399.

  • The PNY nVidia GeForce4 Ti4600 weighing in at $279.


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Gaming Websites

  • GameSpot – www.gamespot.com

  • Blue’s News – www.bluesnews.com

  • GameSpy – www.gamespy.com

  • FilePlanet – www.fileplanet.com

  • 3D Gamers – www.3dgamers.com

  • E3 – www.e3expo.com


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Game Downloading

  • The possibilities of demos, screenshots, patches, and movies.

  • What is the average size of a demo or downloadable game?

  • Unfiltered web traffic makes for easy access to games.


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Gaming History

  • Early online games:

    • MUDs (multi-user dungeons)

    • interactive worlds for people to adventure in online

    • dungeons and dragons type game

  • First successful online game.

    • DOOM (1996? by ID)

  • Caused a craze for online games of all genres.

    • first person shooter, strategy, rpg, etc...

    • Today every age and type of individual plays games online?


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Gaming Culture

  • Why do people like online games?

    • The community and culture surrounding the games.

  • Co-operative game play creates communities (clans) and friendships.

  • www.thecpl.com (cyberathlete professional league)

  • www.caleague.com (cyberathlete amateur league)

  • www.worldogl.com (Online gaming league)

  • www.lanparty.com


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Gaming Stats

  • Video game sales in 2003 expected to reach $18.5 billion up 10%

    • Source: ScreenDigest and (ELSPA)

  • 32 million new video game consoles will be sold in 2003

  • Entertainment market

    • 2000: 165$ Billion (wired 92% / wireless 8%)

    • 2005: 236$ Billion (wired 68% / wireless 32%)

      • Source: Motorola


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Peer-to-peer (P2P)

  • What is p2p?

    • A decentralized computing environment where computers talk to each other directly.

  • 3 types of p2p

    • Collaborative computing

    • Instant messaging

    • Affinity communities


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Peer-to-peer Stats

  • What is the current p2p network status?

  • What about buisness users?

    • users in 2001 61,140

    • expected to reach 6.2 by 2007

      • Frost & Sullivan

  • P2P Popularity (age 13-17)

    • 23% trade music via a file-sharing application

    • 26% watch music videos online

    • 29% watch video or movie clips online

    • 42% download music online

    • 23% use instant messaging

      • Jupiter Research


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Graphs and Data

Traffic accounts for ~2-3% of WiscNet total traffic


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Graphs and Data

Traffic from a typical Xbox game


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Bandwidth Control

  • GENIUS Project (Game ENvironments Internet Utilization Study) – caia.swin.edu.au/genius/index.html

  • Packeteer – www.packeteer.com

  • Linux Advanced Routing & Traffic Control HOWTO – lartc.org/howto

  • Bandwidth Manager – www.imcnetworks.com/products/bwmanager.asp



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