@conference {3009, title = {Peer-to-peer live streaming for massively multiplayer online games}, booktitle = {12th IEEE International Conference on Peer to Peer Computing 2012, Tarragona, Spain}, year = {2012}, month = {3 - 5 September}, pages = {67 - 68}, abstract = {One of the most attractive features of Massively Multiplayer Online Games (MMOGs) is the possibility for users to interact with a large number of other users in a variety of collaborative and competitive situations. Gamers within an MMOG typically become members of active communities with mutual interests, shared adventures, and common objectives. This demonstration presents a peer-to-peer live video system that enables MMOG players to stream screen-captured video of their game. Players can use the system to show their skills, share experience with friends, or coordinate missions in strategy games.}, author = {Christos Bouras and A Shani and Andreas Papazois and S Ahmad and R Hamzaoui and G Simon and Elyia Buyukkaya and F Zhou} } @conference {2988, title = {Evaluating P2P Live Streaming Systems: the CNG Case}, booktitle = {The Seventeenth International Conference on Distributed Multimedia Systems, Convitto della Calza, Florence, Italy, 18 - 20 August}, year = {2011}, pages = { 126-129}, abstract = {Many peer-to-peer (P2P) systems have been proposed for the provision of scalable live video streaming services over the Internet. While the literature contains surveys of the architectures of these systems, there is a lack of work on methodologies for their evaluation. We identify the main issues in the evaluation of P2P live streaming systems and use the Community Network Game (CNG) project as an ex- ample to illustrate them. The evaluation of the P2P sys- tem consists of two phases: a laboratory one using the ns-2 network simulator and an online field test with Massively Multiplayer Online Games (MMOG) players.}, author = {Christos Bouras and Vaggelis Kapoulas and Andreas Papazois and S Ahmad and R Hamzaoui and A Sahni and G Simon and Elyia Buyukkaya} }