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1
DFC Intelligence,
``Online Game Market is Growing but Making Money is Difficult,''
{\url{https://www.dfcint.com/news/prjune252003.html}}.

2
Sony Online Entertainment,
``Sony Online Entertainment Ships Everquest: Gates of Discord,''
{\url{https://sonyonline.com/corp/press_releases/020904_GOD_ships.html}}, 2004.

3
IBM Corp.,
``On demand business,'' https://www.ibm.com/ondemand.

4
IDC,
``HP utility data center: Enabling enhanced data center agility,'' https://www.hp.com/large/globalsolutions/ae/pdfs/udc_enabling.pdf, May 2003.

5
Sun Microsystems,
``N1 Grid - introducing just in time computing,'' https://wwws.sun.com/software/solutions/n1/wp-n1.pdf, 2003.

6
GGF,
``Global Grid Forum,'' https://www.ggf.org.

7
IBM Corp.,
``Tivoli intelligent thinkdynamic orchestrator,'' https://www.ibm.com/software/tivoli/products/intell-orch, 2004.

8
E. Manoel et al.,
{\em Provisioning On Demand: Introducing IBM Tivoli Intelligent
ThinkDynamic Orchestrator},
IBM International Technical Support Organization, December 2003,
https://www.redbooks.ibm.com.

9
D. Saha, S. Sahu, and A. Shaikh,
``A Service Platform for On-Line Games,''
in {\em NetGames}, Redwood City, CA 2003.

10
A. Shaikh, S. Sahu, M. Rosu, M. Shea, and D. Saha,
``Implementation of a Service Platform for Online Games,''
in {\em NetGames}, August 2004.

11
M. Crovella and A. Bestavros,
``Self-similarity in World Wide Web Traffic: Evidence and Possible Causes,''
in {\em Proceedings of ACM SIGMETRICS}, May 1996.

12
K. Gummadi, R. Dunn, S. Saroiu, S. Gribble, H. Levy, and J. Zahorjan,
``Measurement, Modeling, and Analysis of a Peer-to-Peer Workload,''
in {\em Proceedings of ACM SOSP}, October 2003.

13
Online Game Publisher,
``Private Communication,''
2004.

14
mshmro.com,
``Counter-strike Server,''
{\url{https://www.mshmro.com/}}.

15
W. Feng, F. Chang, W. Feng, and J. Walpole,
``Provisioning On-line Games: A Traffic Analysis of a Busy Counter-Strike Server,''
in {\em Proc. of the Internet Measurement Workshop}, November 2002.

16
AMDZone,
``Valve Releases Hammer Port of Counter-Strike Server,''
{\url{https://www.amdzone.com/releaseview.cfm?ReleaseID=1050}}, 2003.

17
ServerSpy,
``ServerSpy.Net: World Server Ranks,''
{\url{https://www.serverspy.net/site/serverranks/}}, 2004.

18
GameSpy Industries,
``GameSpy: Gaming's Home Page,''
{\url{https://www.gamespy.com/}}, 2002.

19
Valve, Inc.,
``Steam,''
{\url{https://www.steampowered.com/}}, 2005.

20
L. Catledge and J. Pitkow,
``Characterizing Browsing Strategies in the World-Wide Web,''
{\em Computer Networks and ISDN Systems}, vol. 27, no. 6, pp. 1065-1073, 1995.

21
F. Chang and W. Feng,
``Modeling Player Session Times of On-line Games,''
in {\em NetGames 2003}, May 2003.

22
ReliaSoft Corporation,
``Life Data Analysis and Reliability Engineering Theory and Principles Reference from ReliaSoft,''
{\url{https://www.weibull.com/lifedatawebcontents.htm}}, 2003.

23
T. Henderson and S. Bhatti,
``Modelling User Behavior in Networked Games,''
in {\em ACM Multimedia}, 2001, pp. 212-220.

24
Half-Life Admin Mod Developers,
``Half-Life Admin Mod Home,''
{\url{https://www.adminmod.org/}}.

25
AMX Mod Developers,
``AMX Mod Server Plugin,''
{\url{https://amxmod.net/}}.

26
D. Papagiannaki, N. Taft, Z. Zhang, and C. Diot,
``Long-Term Forecasting of Internet Backbone Traffic: Observations and Initial Models,''
in {\em Proc. IEEE INFOCOM}, 2003.

27
CNN,
``SoBig.F Breaks Virus Speed Records,''
{\url{https://www.cnn.com/2003/TECH/internet/08/21/sobig.virus}}, 2003.

28
Microsoft Corporation,
``Xbox Live,''
{\url{https://www.xbox.com/live}}, 2003.

29
Electronic Arts, Inc.,
``EA.com,''
{\url{https://www.ea.com/}}, 2003.

30
Butterfly.net, Inc.,
``Butterfly Grid Solution for Online Games,''
{\url{https://www.butterfly.net/}}, 2003.

31
Geobytes, Inc.,
``Geobytes Home Page,''
{\url{https://www.geobytes.com/}}, 2003.



2005-08-10