Abstract
The growing popularity of delay-sensitive multi-player games over the Internet is creating a need for proper Characterization of such traffic. We are currently developing source models for game traffic, on a per-player basis, with the intended use being to scale the models to simulate scenarios involving large numbers of players, which will enable us to observe the effects of game traffic on the network. In this paper, we outline the procedure that we use, and we show that cases, relatively simple source models are able to provide sufficiently accurate results (in terms of mean delay and mean buffer occupancy).