Academic literature on the topic 'P2P games'
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Journal articles on the topic "P2P games"
Boroń, Michał, Jerzy Brzeziński, and Anna Kobusińska. "P2P matchmaking solution for online games." Peer-to-Peer Networking and Applications 13, no. 1 (February 16, 2019): 137–50. http://dx.doi.org/10.1007/s12083-019-00725-3.
Full textRizky, Ghina, Jhanghiz Syahrivar, Yuling Wei, and Chairy Chairy. "THE ROLES OF VIRTUAL CHALLENGE AND DIVERSION IN PAY TO PLAY (P2P) PRACTICES AMONG INDONESIAN MOBILE GAMERS." Jurnal Muara Ilmu Ekonomi dan Bisnis 6, no. 1 (April 4, 2022): 104. http://dx.doi.org/10.24912/jmieb.v6i1.16477.
Full textKackley, Jeremy, Matthew Gambrell, and Jean Gourd. "I3P: A Protocol for Increasing Reliability and Responsiveness in Massively Multiplayer Games." Journal of Advanced Computational Intelligence and Intelligent Informatics 12, no. 2 (March 20, 2008): 142–49. http://dx.doi.org/10.20965/jaciii.2008.p0142.
Full textWang, Jun, Xiao Lin Lu, Si Yuan Guo, Lu Yu, and Wei Liu. "Network Resource Allocation for Scalable Video Streaming over P2P Networks Based on Game Theory." Applied Mechanics and Materials 687-691 (November 2014): 1974–78. http://dx.doi.org/10.4028/www.scientific.net/amm.687-691.1974.
Full textAgarwal, Sharad, and Jacob R. Lorch. "Matchmaking for online games and other latency-sensitive P2P systems." ACM SIGCOMM Computer Communication Review 39, no. 4 (August 16, 2009): 315–26. http://dx.doi.org/10.1145/1594977.1592605.
Full textMa, Minhua, and Andreas Oikonomou. "Network Architectures and Data Management for Massively Multiplayer Online Games." International Journal of Grid and High Performance Computing 2, no. 4 (October 2010): 40–50. http://dx.doi.org/10.4018/jghpc.2010100104.
Full textKim, Jinhwan. "Object Replication and Consistency Control Techniques of P2P Structures for Multiplayer Online Games." Journal of the Institute of Webcasting, Internet and Telecommunication 14, no. 4 (August 31, 2014): 91–99. http://dx.doi.org/10.7236/jiibc.2014.14.4.91.
Full textSimplicio, Marcos A., Mateus A. S. Santos, Rodrigo R. Leal, Marco A. L. Gomes, and Walter A. Goya. "SecureTCG: a lightweight cheating-detection protocol for P2P multiplayer online trading card games." Security and Communication Networks 7, no. 12 (January 17, 2014): 2412–31. http://dx.doi.org/10.1002/sec.952.
Full textSilva, Marcos, and Marcos Junior. "A Secure Protocol for Exchanging Cards in P2P Trading Card Games Based on Transferable e-cash." Journal of Information Security and Cryptography (Enigma) 3, no. 1 (September 3, 2016): 26. http://dx.doi.org/10.17648/enig.v3i1.57.
Full textTian, Lin-Lin, Ming-Chu Li, and Zhen Wang. "Cooperation enhanced by indirect reciprocity in spatial prisoner’s dilemma games for social P2P systems." Physica A: Statistical Mechanics and its Applications 462 (November 2016): 1252–60. http://dx.doi.org/10.1016/j.physa.2016.07.004.
Full textDissertations / Theses on the topic "P2P games"
Ratti, Saurabh. "A distributed location-aware routing architecture for P2P massively multiplayer online games." Thesis, University of Ottawa (Canada), 2010. http://hdl.handle.net/10393/28524.
Full textKogan, Ilya. "An Analysis of Cheat Prevention in Peer-to-Peer Massively Multiplayer Online Games." Ohio University Honors Tutorial College / OhioLINK, 2010. http://rave.ohiolink.edu/etdc/view?acc_num=ouhonors1276273302.
Full textSilva, Marcos Vinicius Maciel da. "Securetrade: a secure protocol based on transferable E-cash for exchanging cards in P2P trading card games." Universidade de São Paulo, 2016. http://www.teses.usp.br/teses/disponiveis/3/3141/tde-22092016-113539/.
Full textJogos de cartas colecionáveis (TCG, do inglês Trading Card Game) diferem de jogos de cartas tradicionais principalmente porque as cartas não são compartilhadas em uma partida. Especificamente, os jogadores usam suas próprias cartas (obtidas, e.g., por meio de compra ou troca com outros jogadores), as quais correspondem a um subconjunto de todas as cartas criadas pelo produtor do jogo. Embora a maioria dos TCGs digitais atuais dependam de um terceiro confiável (TTP, do ingês Trusted Third-Party) para prevenir trapaças durante trocas, permitir que os jogadores troquem cartas de maneira segura sem tal entidade, como é o caso em um cenário peer-to-peer (P2P), ainda é uma tarefa desafiadora. Possíveis soluções para esse desafio podem ser baseadas em protocolos de moeda eletrônica, mas não sem adaptações decorrentes dos requisitos diferentes de cada cenário: por exemplo, TCGs devem permitir que usuários joguem com as suas cartas, não apenas que passem-nas adiante como ocorre com moedas eletrônicas. Neste trabalho, são apresentados e discutidos os principais requisitos de segurança para trocas de cartas TCGs e como eles se relacionam com moedas eletrônicas. Também é proposto um protocolo eficiente que permite trocas de cartas sem a necessidade de um TTP e com suporte a privacidade. A construção usa como base um protocolo seguro de moeda eletrônica e um protocolo de assinatura-P adaptado para utilizar emparelhamentos assimétricos, mais seguros que os simétricos. De acordo com os experimentos realizados, o protocolo proposto é bastante eficiente para uso na prática: são necessários apenas 5 MB para armazenar um baralho inteiro, enquanto a preparação do mesmo leva apenas alguns segundos; a verificação das cartas, por sua vez, é mais rápida que a duração comum de uma partida e pode ser executada em plano de fundo, durante a própria partida.
Carter, Christopher. "An extensible test bed architecture and topological analysis for the scalability of hybrid-P2P massively multiplayer online games." Thesis, Liverpool John Moores University, 2012. http://ethos.bl.uk/OrderDetails.do?uin=uk.bl.ethos.576549.
Full textWebb, Steven Daniel. "Referee-based architectures for massively multiplayer online games." Thesis, Curtin University, 2010. http://hdl.handle.net/20.500.11937/498.
Full textSantos, Marcelo Anderson Batista dos. "SIMP2P : uma estratégia P2P de distribuição de texturas em mundos virtuais 3D." reponame:Repositório Institucional da UFABC, 2011.
Find full textLiang, Yitian. "Economic design in the virtual world : the fee structure and sales mechanism in the P2P trading market in online video games." Thesis, University of British Columbia, 2017. http://hdl.handle.net/2429/62074.
Full textBusiness, Sauder School of
Marketing, Division of
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Miller, John. "Distributed virtual environment scalability and security." Thesis, University of Cambridge, 2011. https://www.repository.cam.ac.uk/handle/1810/241109.
Full textWedin, Tommy. "Fantasy War Game : Spelmotor i PHP." Thesis, University of Gävle, Ämnesavdelningen för datavetenskap, 2009. http://urn.kb.se/resolve?urn=urn:nbn:se:hig:diva-6218.
Full textFantasy War Game är en spelmotor gjort i PHP med inslag av Java. Själva striden är uppbyggd med objektorienterad programmeringsmetodik. Spelet är ett textbaserat rollspel i high fantasy-miljö. Sidan är ett interaktivt konfliktspel där spelarna kan utveckla sitt gäng, slåss mot monster eller andra spelare.
Kisielewicz, Leandro Augusto. "Um jogo eletrônico como ferramenta complementar no ensino de PHP." Universidade Tecnológica Federal do Paraná, 2012. http://repositorio.utfpr.edu.br/jspui/handle/1/1437.
Full textIn several disciplines that involve computer programming, difficulties are found. On of them is to keep the students motivated by activities such as solving programming problems to memorize contents. Considering the educational electronic games as objects that attract the attention of the student, sought to link them to the classroom in order to test the hypothesis of this study, which is that games can promote an increase in motivation and thereby improving the students' interest and engagement in activities. To verify the hypothesis was developed an educational game, able to automatically evaluate the answers given by players. The game was implemented in a programming discipline. Through a qualitative analysis of responses from a questionnaire with open questions and observation of student performance, the study found that the combined use of the game with the method traditionally used in the discipline had a positive impact, increasing the quality of participation of students in programming tasks and exercises.
Books on the topic "P2P games"
Craig, Jelley, Marsh Ryan, Bolder Joe, and Ross Sam, eds. Minecraft: Guide to : PVP minigames. New York: Del Rey, 2018.
Find full text(Firm), BradyGames. Secret codes: PlayStation 2 and PSP. Indianapolis, Ind: BradyGames, 2006.
Find full textDk Publishing. Secret codes for Playstation 2 and PSP 2007. Indianapolis, Ind: DK Publishing, 2006.
Find full text(Firm), Cheats Unlimited. Ez cheats for Playstation 3, PS2, PSOne & PSP. 2nd ed. [Hertford]: ICE Games Ltd., 2010.
Find full textPSP Hacks: Tips & Tools for Your Mobile Gaming and Entertainment Handheld. Beijing: O'Reilly, 2006.
Find full textWang, Shichen. PSP wu suo bu wan!: Chao jin hua ban 2nd evolution. Taibei Shi: Qi biao chu ban gu fen you xian gong si, 2007.
Find full textHacking the PSP: Cool hacks, mods and customizations for the Sony PlayStation portable. Hoboken, NJ: Wiley Technology Pub., 2005.
Find full textBartl, Almuth. 101 pep-up games for children: Refreshing, recharging, refocusing. Alameda, CA: Hunter House, 2008.
Find full textBook chapters on the topic "P2P games"
Suri, Subhash, Csaba D. Tóth, and Yunhong Zhou. "Uncoordinated Load Balancing and Congestion Games in P2P Systems." In Lecture Notes in Computer Science, 123–30. Berlin, Heidelberg: Springer Berlin Heidelberg, 2005. http://dx.doi.org/10.1007/978-3-540-30183-7_12.
Full textMoon, Kyung Seob, Vallipuram Muthukkumarasamy, and Anne Thuy-Anh Nguyen. "Efficiently Maintaining Consistency Using Tree-Based P2P Network System in Distributed Network Games." In Technologies for E-Learning and Digital Entertainment, 648–57. Berlin, Heidelberg: Springer Berlin Heidelberg, 2006. http://dx.doi.org/10.1007/11736639_79.
Full textXu, Ke, Yifeng Zhong, and Huan He. "Cooperative Game-Based Pricing and Profit Distribution in P2P Markets." In Internet Resource Pricing Models, 43–65. New York, NY: Springer New York, 2013. http://dx.doi.org/10.1007/978-1-4614-8409-7_4.
Full textWhitaker, Sean. "PMP® Examination Tasks Puzzle Game." In Pass the PMP® Exam, 505–9. Berkeley, CA: Apress, 2016. http://dx.doi.org/10.1007/978-1-4842-2074-0_16.
Full textWei, Zhang, Su Yang, and Chen Wenwu. "A Game Model of APT Attack for Distributed Network." In Advances on P2P, Parallel, Grid, Cloud and Internet Computing, 224–34. Cham: Springer International Publishing, 2017. http://dx.doi.org/10.1007/978-3-319-69835-9_21.
Full textJaworowicz-Zimny, Aleksandra. "3. The Witcher Novels and Games-inspired Tourism in Poland." In Contents Tourism and Pop Culture Fandom, edited by Takayoshi Yamamura and Philip Seaton, 46–61. Bristol, Blue Ridge Summit: Multilingual Matters, 2020. http://dx.doi.org/10.21832/9781845417239-007.
Full textKoloniari, Georgia, and Angelo Sifaleras. "Game-Theoretic Approaches in Cloud and P2P Networks: Issues and Challenges." In Operational Research in the Digital Era – ICT Challenges, 11–22. Cham: Springer International Publishing, 2018. http://dx.doi.org/10.1007/978-3-319-95666-4_2.
Full textRguibi, Mohamed Amine, and Najem Moussa. "A Vaccination Game for Mitigation Active Worms Propagation in P2P Networks." In Networked Systems, 267–74. Cham: Springer International Publishing, 2019. http://dx.doi.org/10.1007/978-3-030-31277-0_17.
Full textWu, Weijie, John C. S. Lui, and Richard T. B. Ma. "Incentivizing Upload Capacity in P2P-VoD Systems: A Game Theoretic Analysis." In Lecture Notes of the Institute for Computer Sciences, Social Informatics and Telecommunications Engineering, 337–52. Berlin, Heidelberg: Springer Berlin Heidelberg, 2012. http://dx.doi.org/10.1007/978-3-642-30373-9_24.
Full textStamenković, Dušan. "The stylistic journey of a video game." In Stylistic Approaches to Pop Culture, 227–46. New York: Routledge, 2022. http://dx.doi.org/10.4324/9781003147718-11.
Full textConference papers on the topic "P2P games"
Han, Haochen, and Yu Sun. "A Cryptographically Secured Real-Time Peer-to-Peer Multiplayer Framework For Browser WebRTC." In 8th International Conference on Signal, Image Processing and Embedded Systems (SIGEM 2022). Academy and Industry Research Collaboration Center (AIRCC), 2022. http://dx.doi.org/10.5121/csit.2022.122010.
Full textYeh, Chun-Chao. "Secure and Verifiable P2P Card Games." In 2008 IEEE/IFIP International Conference on Embedded and Ubiquitous Computing (EUC). IEEE, 2008. http://dx.doi.org/10.1109/euc.2008.165.
Full textSaukh, Olga, Franz Papst, and Sergii Saukh. "Synchronization Games in P2P Energy Trading." In 2018 IEEE International Conference on Communications, Control, and Computing Technologies for Smart Grids (SmartGridComm). IEEE, 2018. http://dx.doi.org/10.1109/smartgridcomm.2018.8587421.
Full textLeal, Rodrigo R., Marcos A. Simplicio Jr, Mateus A. S. Santos, Marco A. L. Gomes, and Walter A. Goya. "Cheating detection in P2P online trading card games." In Simpósio Brasileiro de Segurança da Informação e de Sistemas Computacionais. Sociedade Brasileira de Computação - SBC, 2013. http://dx.doi.org/10.5753/sbseg.2013.19544.
Full textChen, Yan, Beibei Wang, W. Sabrina Lin, Yongle Wu, and K. J. Ray Liu. "Evolutionary games for cooperative P2P video streaming." In 2010 17th IEEE International Conference on Image Processing (ICIP 2010). IEEE, 2010. http://dx.doi.org/10.1109/icip.2010.5650887.
Full text"TRUST MANAGEMENT WITHOUT REPUTATION IN P2P GAMES." In International Conference on Security and Cryptography. SciTePress - Science and and Technology Publications, 2006. http://dx.doi.org/10.5220/0002104901260134.
Full textTanvir Ahmed, Dewan, and Shervin Shirmohammadi. "A fault tolerance procedure for P2P online games." In 2010 10th International Conference on Information Sciences, Signal Processing and their Applications (ISSPA). IEEE, 2010. http://dx.doi.org/10.1109/isspa.2010.5605426.
Full textBuyukkaya, Eliya, Maha Abdallah, and Romain Cavagna. "VoroGame: A Hybrid P2P Architecture for Massively Multiplayer Games." In 2009 6th IEEE Consumer Communications and Networking Conference (CCNC). IEEE, 2009. http://dx.doi.org/10.1109/ccnc.2009.4784788.
Full textGenovali, Luca, and Laura Ricci. "AOI-Cast Strategies for P2P Massively Multiplayer Online Games." In 2009 6th IEEE Consumer Communications and Networking Conference (CCNC). IEEE, 2009. http://dx.doi.org/10.1109/ccnc.2009.4784975.
Full textMiller, John L., and Jon Crowcroft. "The near-term feasibility of P2P MMOG's." In 2010 9th Annual Workshop on Network and Systems Support for Games (NetGames). IEEE, 2010. http://dx.doi.org/10.1109/netgames.2010.5679578.
Full textReports on the topic "P2P games"
Krishnamurthy, Ranjani, Gayathri Sarangan, Abhilaasha Nagarajan, Reeba Devaraj, Rajesh Ramamoorthy, Blessy Oviya, and Nandini Natarajan. Gender and Social Inclusion Across the Sanitation Chain in Tamil Nadu – Assessment and Strategy. Indian Institute for Human Settlements, 2019. http://dx.doi.org/10.24943/gsiatnas10.2019.
Full textProvisioning of Health Camps for Sanitation Workers. Indian Institute for Human Settlements, 2021. http://dx.doi.org/10.24943/tnusspphcsw0601.2021.
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