D. C. Jones, The monster that is ? World of Warcraft

S. Katti, H. Rahul, W. Hu, D. Katabi, M. Medard et al., XORs in the air: practical wireless network coding, Proc. of ACM SIGCOMM, 2006.

D. M. Chiu, R. W. Yeung, J. Huang, and B. Fant, Can Network Coding Help in P2P Networks?, Proc. of WiOpt, 2006.

Y. Wu, Y. C. Hut, J. Li, and P. A. Chou, The Delay Region for P2P File Transfer, Proc. of ISIT, 2009.

C. Wu, B. Li, and Z. Li, Dynamic Bandwidth Auctions in Multioverlay P2P Streaming with Network Coding, IEEE Transactions on Parallel and Distributed Systems, 2009.

S. R. Li, R. W. Yeung, and N. Cai, Linear network coding, IEEE Transactions on Information Theory, vol.49, issue.2, 2003.
DOI : 10.1109/TIT.2002.807285

URL : https://hal.archives-ouvertes.fr/hal-01327498

T. Ho, M. Medard, R. Koetter, D. R. Karger, M. Effros et al., A Random Linear Network Coding Approach to Multicast, IEEE Transactions on Information Theory, vol.52, issue.10, 2006.
DOI : 10.1109/TIT.2006.881746

O. Gamers and R. , http://www.video-games-survey.com/online_ gamers

B. Knutsson, H. Lu, W. Xu, and B. Hopkins, Peer-to-peer support for massively multiplayer games, IEEE INFOCOM 2004, 2004.
DOI : 10.1109/INFCOM.2004.1354485

URL : http://citeseerx.ist.psu.edu/viewdoc/summary?doi=

A. Bharambe, J. Pang, and S. Seshan, Colyseus: A Distributed Architecture for Online Multiplayer Games, Proc. of NSDI, 2006.

A. Bharambe, J. R. Douceur, J. R. Lorch, T. Moscibroda, J. Pang et al., Donnybrook: Enabling large-scale, high-speed, peer-to-peer games, Proc. of ACM SIGCOMM, 2008.

Y. Zhu, B. Li, and J. Guo, Multicast With Network Coding in Application-Layer Overlay Networks, IEEE Journal on Selected Areas in Communications, vol.22, issue.1, 2004.
DOI : 10.1109/JSAC.2003.818801

Y. Wu, P. A. Chou, and K. Jain, A Comparison of Network Coding and Tree Packing, Proc. of IEEE ISIT, 2004.

W. Feng, F. Chang, W. Feng, and J. Walpole, Provisioning Online Games: A Traffic Analysis of a Busy Counter-Strike Server, Proc. of IMW, 2002.

G. Speedtest and . Armitage, An experimental estimation of latency sensitivity in multiplayer Quake 3, Proc. of ICON, 2003.