1. Latency can kill: precision and deadline in online games;Claypool,2010
2. C.-Y. Huang, C.-H. Hsu, D.-Y. Chen, K.-T. Chen, Quantifying user satisfaction in mobile cloud games, in: Proceedings of Workshop on Mobile Video Delivery, MoViD’14, ACM, New York, NY, USA, 2013, pp. 4:1–4:6. https://doi.org/10.1145/2579465.2579468. http://doi.acm.org/10.1145/2579465.2579468.
3. Towards the delay sensitivity of games: there is more than genres;Schmidt,2017
4. Peer-to-peer architectures for massively multiplayer online games: a survey;Yahyavi;ACM Comput. Surv. (CSUR),2013
5. A. El Rhalibi, D. Al-Jumeily, Dynamic area of interest management for massively multiplayer online games using opnet, in: Developments in eSystems Engineering (DeSE), 2017 10th International Conference on, IEEE, 2017, pp. 50–55.