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SIT353 - Multiplayer and Networked Games

Unit details

Year2016 unit information
Enrolment modes:Trimester 2: Burwood (Melbourne), Waurn Ponds (Geelong), Cloud (online)
Credit point(s):1
EFTSL value:0.125
Unit chair:

Shaun Bangay


Must have completed 4 units in SIT151, SIT152, SIT153, SIT251, SIT252, SIT253, SIT254, SIT255, SIT352, SIT354



Incompatible with:


Contact hours:

Campus: 2 x 1 hour class per week, 1 x 2 hour practical per week.

Cloud (online): Learning experiences are via CloudDeakin. Students will have the opportunity to participate in online consultation sessions.


The unit starts with an introduction to networking and games discussing the role of networks, a model for packet based communications, networking in games and expected communication patterns. Network components for distributed games are created bottom up from network sockets that reveal the workings of TCP and UDP and building these up to provide mechanisms to address common communication issues such as connection establishment, reliable communication and flow control relevant to the networked game context. The components are matched with the architectures used in multiplayer computer games (MCGs). Client-server and peer-to-peer systems are covered with respect to their implications with regard to network communications.

Networking issues in distributed virtual worlds is used as a model for representation and communication of elements of a virtual environment with regard to communication strategy and data manipulation. Massive MCGs require scaling up to high demand situations by distributing load and adaptive updates. Management of such systems relies on benchmarking of networked games: relating network behaviour to the performance of a MCG and high performance network programming techniques.

Support for the social, economic and political structures that form in MCGs is examined with respect to the influence that it has on multiplayer interaction and networking. These interactions are extended to include mobile game networking which adapts networking patterns to wireless networks and to consider issues of cheating. This is related to the incorporation of social networking and its implications with respect to network architectures in games. Emergence strategies in multi-agent systems provide techniques for encouraging player interactions that produce stable MCGs. 


Networked game design and development challenges 20%, multiplayer game design and development project 30%, examination 50%

Unit Fee Information

All Commonwealth Supported Place (CSP), fee paying undergraduate and pre-2016 commencing students

Unit fee information available soon

2016 commencing International and full fee paying postgraduate domestic students

Your units are priced based on the course you are enrolled in. Please refer to the current year's course entry to estimate the unit cost.

You can calculate the cost of each unit by using the following calculation:

Course fee x unit EFTSL value = unit price

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