System architecture for billing of multi-player games in a wireless environment using GSM/UMTS and WLAN services

Frank Fitzek, Gerrit Schulte, Martin Reisslein

Research output: Chapter in Book/Report/Conference proceedingConference contribution

22 Scopus citations

Abstract

Games played by multiple users, each using a wireless termi- nal (e.g., PDA), have tremendous revenue potential for next generation wireless systems. However, the next generation of wireless systems (such as UMTS and other 3G systems) alone will not be able to provide the tight delay bounds re- quired by these multi-player games. We develop a system architecture that enables high-quality games among multi- ple wireless users and at the same time enables network ser- vice providers and game service providers to charge for the gaming service. Our architecture relies on wireless vertical communication conducted over UMTS to register (authen- ticate) the users at the commencement of a game and to report scores at the end of the game. During the game the players exchange information over wireless horizontal com- munication conducted over wireless LANs. Our architecture is particularly well suited for games that have off-line soft- ware distribution, but require a registration (authentication) each time the game is played. In this paper we describe our system architecture, which involves a UMTS-based Wire- less Overlay Communication System (WOCS), and give the protocol for game initiation and score submissions. We also outline business cases for our system architecture and dis- cuss the network provider's perspective.

Original languageEnglish (US)
Title of host publicationNetGames 2002 - Proceedings of the 1st Workshop on Network and System Support for Games
PublisherAssociation for Computing Machinery, Inc
Pages58-64
Number of pages7
ISBN (Electronic)1581134932, 9781581134933
DOIs
StatePublished - Apr 16 2002
Event1st Workshop on Network and System Support for Games, NetGames 2002 - Braunschweig, Germany
Duration: Apr 16 2002Apr 17 2002

Publication series

NameNetGames 2002 - Proceedings of the 1st Workshop on Network and System Support for Games

Other

Other1st Workshop on Network and System Support for Games, NetGames 2002
CountryGermany
CityBraunschweig
Period4/16/024/17/02

Keywords

  • Ad-Hoc
  • Authentication
  • Billing
  • Business case
  • Gaming
  • HOTSPOT
  • Multi-player games
  • UMTS
  • WLAN

ASJC Scopus subject areas

  • Artificial Intelligence
  • Computer Networks and Communications
  • Computer Graphics and Computer-Aided Design
  • Human-Computer Interaction

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    Fitzek, F., Schulte, G., & Reisslein, M. (2002). System architecture for billing of multi-player games in a wireless environment using GSM/UMTS and WLAN services. In NetGames 2002 - Proceedings of the 1st Workshop on Network and System Support for Games (pp. 58-64). (NetGames 2002 - Proceedings of the 1st Workshop on Network and System Support for Games). Association for Computing Machinery, Inc. https://doi.org/10.1145/566500.566509