A network architecture for multiuser networked games on demand

Computer games are a multi-billion dollar a year industry in Japan alone. Multiplayer networked games are a small but growing segment of that market whose importance will increase as high bandwidth networks are deployed domestically through ADSL and cable-modem technology. We examine the software and network architectures of current multiplayer networked games, and identify the problems associated with them. We then propose a new model called multiplayer games on demand that better suits the capabilities of emerging networks. We conclude by evaluating the potential advantages and disadvantages of such a system.