Local area network in the context of "Multiplayer video game"

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Local area network in the context of Streaming media

Streaming media is multimedia delivered through a network for playback using a media player. Media is transferred in a stream of packets from a server to a client and is rendered in real-time or near real-time; this contrasts with file downloading, a process in which the end-user obtains an entire media file before consuming the content. Streaming is more commonly used for video on demand, streaming television, and music streaming services over the Internet.

While streaming is most commonly associated with multimedia from a remote server over the Internet, it also includes offline multimedia between devices on a local area network. For example, using DLNA and a home server, or in a personal area network between two devices using Bluetooth (which uses radio waves rather than IP). Online streaming was initially popularized by RealNetworks and Microsoft in the 1990s and has since grown to become the globally most popular method for consuming music and videos, with numerous competing subscription services being offered since the 2010s. Audio streaming to wireless speakers, often using Bluetooth, is another use that has become prevalent during that decade. Live streaming is the real-time delivery of content during production, much as live television broadcasts content via television channels.

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Local area network in the context of Network game

A multiplayer video game is a video game in which more than one person can play in the same game environment at the same time, either locally on the same computing system (couch co-op), on different computing systems via a local area network, or via a wide area network, most commonly the Internet (e.g. World of Warcraft, Call of Duty, DayZ). Multiplayer games usually require players to share a single game system or use networking technology to play together over a greater distance; players may compete against one or more human contestants, work cooperatively with a human partner to achieve a common goal, or supervise other players' activity. Due to multiplayer games allowing players to interact with other individuals, they provide an element of social communication absent from single-player games.

The history of multiplayer video games extends over several decades, tracing back to the emergence of electronic gaming in the mid-20th century. One of the earliest instances of multiplayer interaction was witnessed with the development of Spacewar! in 1962 for the DEC PDP-1 computer by Steve Russell and colleagues at the MIT. During the late 1970s and early 1980s, multiplayer gaming gained momentum within the arcade scene with classics like Pong and Tank. The transition to home gaming consoles in the 1980s further popularized multiplayer gaming. Titles like Super Mario Bros. for the NES and Golden Axe for the Sega Genesis introduced cooperative and competitive gameplay. Additionally, LAN gaming emerged in the late 1980s, enabling players to connect multiple computers for multiplayer gameplay, popularized by titles like Doom and Warcraft: Orcs & Humans. Players can also play together in the same room using splitscreen.

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Local area network in the context of Private network

In Internet networking, a private network is a computer network that uses a private address space of IP addresses. These addresses are commonly used for local area networks (LANs) in residential, office, and enterprise environments. Both the IPv4 and the IPv6 specifications define private IP address ranges.

Most Internet service providers (ISPs) allocate only a single publicly routable IPv4 address to each residential customer, but many homes have more than one computer, smartphone, or other Internet-connected device. In this situation, a network address translator (NAT/PAT) gateway is usually used to provide Internet connectivity to multiple hosts. Private addresses are also commonly used in corporate networks which, for security reasons, are not connected directly to the Internet. Often a proxy, SOCKS gateway, or similar devices are used to provide restricted Internet access to network-internal users.

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Local area network in the context of Optical networking

Optical networking is a means of communication that uses signals encoded in light to transmit information in various types of telecommunications networks. These include limited range local-area networks (LAN) or wide area networks (WANs), which cross metropolitan and regional areas as well as long-distance national, international and transoceanic networks. It is a form of optical communication that relies on optical amplifiers, lasers or LEDs and wavelength-division multiplexing (WDM) to transmit large quantities of data, generally across fiber-optic cables. Because it is capable of achieving extremely high bandwidth, it is an enabling technology for the Internet and telecommunication networks that transmit the vast majority of all human and machine-to-machine information.

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Local area network in the context of Email

Electronic mail (usually shortened to email; alternatively hyphenated e-mail) is a method of transmitting and receiving digital messages using electronic devices over a computer network. It was conceived in the late–20th century as the digital version of, or counterpart to, mail (hence e- + mail). Email is a ubiquitous and very widely used communication medium; in current use, an email address (commonly local-part + @ + domain name) is often treated as a basic and necessary part of many processes in business, commerce, government, education, entertainment, and other spheres of daily life in most countries.

Email operates across computer networks, primarily the Internet, and also local area networks. Today's email systems are based on a store-and-forward model. Email servers accept, forward, deliver, and store messages. Neither the users nor their computers are required to be online simultaneously; they need to connect, typically to a mail server or a webmail interface to send or receive messages or download it.

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Local area network in the context of Cisco Systems

Cisco Systems, Inc. (using the trademark Cisco) is an American multinational digital communications technology conglomerate corporation headquartered in San Jose, California. Cisco develops, manufactures, and sells networking hardware, software, telecommunications equipment and other high-technology services and products. Cisco specializes in specific tech markets, such as the Internet of things (IoT), domain security, videoconferencing, and energy management with products including Webex, OpenDNS, Jabber, Duo Security, Silicon One, and Jasper.

Cisco Systems was founded in December 1984 by Leonard Bosack and Sandy Lerner, two Stanford University computer scientists. They pioneered the concept of a local area network (LAN) being used to connect distant computers over a multiprotocol router system. The company went public in 1990 and, by the end of the dot-com bubble in 2000, had a market capitalization of $500 billion, surpassing Microsoft as the world's most valuable company.

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Local area network in the context of Wide area network

A wide area network (WAN) is a telecommunications network that extends over a large geographic area. Wide area networks are often established with leased telecommunication circuits.

Businesses, as well as schools and government entities, use wide area networks to relay data to staff, students, clients, buyers and suppliers from various locations around the world. In essence, this mode of telecommunication allows a business to effectively carry out its daily function regardless of location. The Internet may be considered a WAN. Many WANs are, however, built for one particular organization and are private. WANs can be separated from local area networks (LANs) in that the latter refers to physically proximal networks.

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Local area network in the context of Computer cluster

A computer cluster is a set of computers that work together so that they can be viewed as a single system. Unlike grid computers, computer clusters have each node set to perform the same task, controlled and scheduled by software. The newest manifestation of cluster computing is cloud computing.

The components of a cluster are usually connected to each other through fast local area networks, with each node (computer used as a server) running its own instance of an operating system. In most circumstances, all of the nodes use the same hardware and the same operating system, although in some setups (e.g. using Open Source Cluster Application Resources (OSCAR)), different operating systems can be used on each computer, or different hardware.

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