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Current-generation Massively Multiplayer Online Games (MMOG), such as World of Warcraft, Eve Online, and Second Life are mainly built on distributed client-server architectures with server allocation based on sharding, static geographical partitioning, dynamic micro-cell scheme, or optimal server for placing a virtual region according to the geographical dispersion of players. This paper reviews various approaches on data replication and region partitioning. Management of areas of interest (field of vision) is discussed, which reduces processing load dramatically by updating players only with those events that occur within their area of interest. This can be managed either through static geographical partitioning on the basis of the assumption that players in one region do not see\/interact with players in other regions, or behavioural modelling based on players\u2019 behaviours. The authors investigate data storage and synchronisation methods for MMOG databases, mainly on relational databases. Several attempts of peer to peer (P2P) architectures and protocols for MMOGs are reviewed, and critical issues such as cheat prevention on P2P MMOGs are highlighted.<\/p>","DOI":"10.4018\/jghpc.2010100104","type":"journal-article","created":{"date-parts":[[2011,2,15]],"date-time":"2011-02-15T20:21:55Z","timestamp":1297801315000},"page":"40-50","source":"Crossref","is-referenced-by-count":1,"title":["Network Architectures and Data Management for Massively Multiplayer Online Games"],"prefix":"10.4018","volume":"2","author":[{"given":"Minhua","family":"Ma","sequence":"first","affiliation":[{"name":"University of Derby, UK"}]},{"given":"Andreas","family":"Oikonomou","sequence":"additional","affiliation":[{"name":"University of Derby, UK"}]}],"member":"2432","reference":[{"key":"jghpc.2010100104-0","doi-asserted-by":"crossref","unstructured":"Ahmed, D. T., & Shirmolammadi, S. (2008). A dynamic area of interest management and collaboration model for P2P MMOGs. In Proceedings of the 2008 12th IEEE\/ACM International Symposium on Distributed Simulation and Real-Time Applications (pp. 27-34). Washington, DC: IEEE Computer Society.","DOI":"10.1109\/DS-RT.2008.20"},{"key":"jghpc.2010100104-1","doi-asserted-by":"crossref","unstructured":"Beskow, P. B., Vik, K., Halvorsen, P., & Griwodz, C. (2008). Latency reduction by dynamic core selection and partial migration of game state. In Proceedings of the 7th ACM SIGCOMM Workshop on Network and System Support for Games (pp. 79-84). New York: ACM.","DOI":"10.1145\/1517494.1517511"},{"key":"jghpc.2010100104-2","unstructured":"Blizzard Entertainment. (2004). World of Warcraft. Retrieved March 4, 2010, from http:\/\/www.blizzard.com"},{"key":"jghpc.2010100104-3","doi-asserted-by":"crossref","unstructured":"Chambers, C., Feng, F., & Saha, D. (2003, November). 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New York: ACM."},{"key":"jghpc.2010100104-11","doi-asserted-by":"crossref","unstructured":"Lu, F., Parkin, S., & Morgan, G. (2006). Load balancing for massively multiplayer online games. In Proceedings of 5th ACM SIGCOMM workshop on Network and system support for games (Vol. 1). New York: ACM Press.","DOI":"10.1145\/1230040.1230064"},{"key":"jghpc.2010100104-12","unstructured":"Ma, M., Oikonomou, A., & Zheng, H. (2009). Second Life as a learning and teaching environment for digital games education. In M. Lombard et al. (Eds.), Proceedings of the 12th Annual International Workshop on Presence (PRESENCE 2009), Los Angeles, CA."},{"key":"jghpc.2010100104-13","doi-asserted-by":"publisher","DOI":"10.1109\/TMM.2003.819751"},{"key":"jghpc.2010100104-14","doi-asserted-by":"crossref","unstructured":"Quax, P., Dierckx, J., Cornelissen, B., Vansichem, G., & Lamotte, W. (2008). Dynamic server allocation in a real-life deployable communications architecture for networked games. 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