Networked games can be seen as forerunners of all kinds of participatory entertainment applications delivered through the Internet. Physically dispersed players are immersed in a common virtual environment where they interact in real time. When a user performs an action, other users must be made aware of that action. Otherwise, there is a discrepancy in the perceptions of participants about the overall state of the virtual world. This discrepancy could lead to undesirable and sometimes paradoxical outcomes. In particular, first-person shooter, and to a lesser extent role-playing games impose stringent constraints on responsiveness and consistency.
History
Citation
This article was originally published as: Brun, J, Safaei, F & Boustead, P, Managing latency and fairness in networked games, Communications of the ACM (CACM), 2006, 49(11), 46-51. Copyright 2006 Association for Computing Machinery (ACM). The journal webpage is available here.