Advanced Search

Journal Navigation

Journal Home

Subscriptions

Archive

Contact Us

Table of Contents

Click here for more information

Click here to sign up for SAGE Journal Email Alerts today!

Sign In to gain access to subscriptions and/or personal tools.
Simulation & Gaming
This Article
Right arrow Full Text (PDF)
Right arrow All Versions of this Article:
1046878109340295v1
40/5/688    most recent
Right arrow References
Right arrow Alert me when this article is cited
Right arrow Alert me if a correction is posted
Services
Right arrow Email this article to a friend
Right arrow Similar articles in this journal
Right arrow Alert me to new issues of the journal
Right arrow Add to Saved Citations
Right arrow Download to citation manager
Right arrowRequest Permissions
Right arrow Request Reprints
Right arrow Add to My Marked Citations
Citing Articles
Right arrow Citing Articles via Scopus
Google Scholar
Right arrow Articles by Morgan, G.
Social Bookmarking
 Add to CiteULike   Add to Complore   Add to Connotea   Add to Del.icio.us   Add to Digg   Add to Reddit   Add to Technorati   Add to Twitter  
What's this?

Reviews

Challenges of Online Game Development: A Review

Graham Morgan

School of Computing Science, Newcastle University, Newcastle Upon Tyne, UK, graham.morgan{at}ncl.ac.uk

The focus of this article is to determine how the engineering practices common in online game development may be approached differently to promote more diverse online gaming scenarios. The technical difficulties in providing online gaming are not trivial, requiring substantially larger budgets compared with their non-online counterparts: Commercial failure of an online game could be costly. Therefore, when considering alternate engineering approaches, those that appear tried and tested in other domains, and hence may be lower-cost solutions, are considered.

Key Words: commercial success • content management • content sharing • CORBA • cost • engineering approaches • evolution • game development • game scenarios • interaction • interest management • interoperability • middleware • MMO • multiplayer gaming • networking • online gaming • performance • programming • propriety play • protocols • rules • scalability • service agreement • standardization • standards • technical difficulties

This version was published on October 1, 2009

Simulation & Gaming, Vol. 40, No. 5, 688-710 (2009)
DOI: 10.1177/1046878109340295


Add to CiteULike CiteULike   Add to Complore Complore   Add to Connotea Connotea   Add to Del.icio.us Del.icio.us   Add to Digg Digg   Add to Reddit Reddit   Add to Technorati Technorati   Add to Twitter Twitter    What's this?