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The impact of virtualisation on the performance and operational costs of Massively Multiplayer Online Games.

, , and . Int. J. Adv. Media Commun., 4 (4): 364-386 (2010)

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Massively Multiplayer Online Games on unreliable resources., , , and . NetGames, page 1-2. IEEE, (2012)Multi-objective energy-efficient workflow scheduling using list-based heuristics., , and . Future Gener. Comput. Syst., (2014)A new business model for massively multiplayer online games (abstracts only)., , , and . SIGMETRICS Perform. Evaluation Rev., 39 (3): 17 (2011)An Information System for Real-Time Online Interactive Applications., , , and . Euro-Par Workshops, volume 5415 of Lecture Notes in Computer Science, page 361-370. Springer, (2008)Online Gaming in the Cloud., , and . ERCIM News, 2010 (83): 47-48 (2010)Efficient management of data center resources for massively multiplayer online games., , , , , and . SC, page 10. IEEE/ACM, (2008)Cost-efficient hosting and load balancing of Massively Multiplayer Online Games., , and . GRID, page 9-16. IEEE Computer Society, (2010)Dynamic load management for MMOGs in distributed environments., , , and . Conf. Computing Frontiers, page 337-346. ACM, (2010)SLA-based operations of massively multiplayer online games in clouds., , and . Multim. Syst., 20 (5): 521-544 (2014)Dynamic Resource Provisioning in Massively Multiplayer Online Games., , and . IEEE Trans. Parallel Distributed Syst., 22 (3): 380-395 (2011)