Comparing Properties of Massively Multiplayer Online Worlds and the Internet of Things
Kim J.L. Nevelsteen, Theo Kanter, Rahim Rahmani

TL;DR
This paper compares the scalability and architectural properties of massively multiplayer online worlds and the Internet of Things, analyzing how each handles large-scale interactions and proposing integration approaches.
Contribution
It identifies key properties affected by scale in MMOWs and IoT, and evaluates their similarities and differences to address IoT scalability and integration challenges.
Findings
MMOWs manage quadratic interaction costs at large scale
IoT architectures are evaluated for properties like scalability and interaction handling
Case studies demonstrate interfacing MMOWs with IoT systems
Abstract
With the rise of the Internet of Things (IoT), this means recognizing the need for architectures to handle billions of devices and their interactions. A virtual world engine at the massively multiplayer scale is a massively multiplayer online world (MMOW); one thing virtual world engines realized when going into the scale of MMOs, is the cost of maintaining a potentially quadratic number of interactions between a massive number of objects, laid out in a spatial dimension. Research into IoT was fueled by research in wireless sensor networks, but rather than start from a device perspective, this article looks at how architectures deal with interacting entities at large scale. The domain of MMOWs is examined for properties that are affected by scale. Thereafter the domain of IoT is evaluated to see if each of those properties are found and how each is handled. By comparing the current…
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Taxonomy
TopicsTechnology Adoption and User Behaviour · Digital Marketing and Social Media · Innovation in Digital Healthcare Systems
