Traffic analysis of a social mobile game

Hyunsu Mun, Youngseok Lee
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引用次数: 2

Abstract

One of the smartphone's killer applications is the game. As the mobile game market grows drastically, we meet a lot of new smartphone games on the application stores everyday. In particular, mobile games have been equipped with social networking features, which is so called social mobile games. In general, mobile games usually require real-time transmission delay and minimum bandwidth contraints. However, troubleshooting or monitoring of mobile game traffic is not straightforward. Performance degradation during the online game is not easily detected or cannot be quickly resolved because of the complicated components of the smartphone game platform, which consists of accouting, distribution, social networking, application stores, advertisement, and related API servers. In this work, we present a measurmeent-based view of a representative social mobile game, Anipang, in Korea. From experiments, we show how Anipang works based on the social network service, Kakaotalk, and present case studies of performance anomalies.
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社交手机游戏的流量分析
这款智能手机的杀手级应用之一就是游戏。随着手机游戏市场的迅猛发展,我们每天都会在应用商店中遇到许多新的智能手机游戏。特别是,手机游戏已经配备了社交网络功能,这就是所谓的社交手机游戏。一般来说,手机游戏通常需要实时传输延迟和最小带宽限制。然而,排除故障或监控手机游戏流量并非易事。由于智能手机游戏平台的复杂组件(包括会计、分销、社交网络、应用商店、广告和相关API服务器),在线游戏期间的性能下降不容易检测或无法快速解决。在这项工作中,我们呈现了一款代表性的韩国社交手机游戏《Anipang》的基于测量的观点。从实验中,我们展示了基于社交网络服务Kakaotalk的Anipang如何工作,并提供了性能异常的案例研究。
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