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These games face several problems linked to scalability and interactivity. In fact, online games should provide a quick feedback of users\u2032 interactions as well as a coherent view of the shared world. However, the search for enhanced scalability dramatically increases message exchange. Such an increase consumes processing power and bandwidth, and thus limits interactivity, consistency, and scalability. To reduce the rate of message exchange, distributed virtual environment systems use filtering techniques such as interest management that filters messages according to users\u2032 interests in the world. These interests are influenced by perceptual facts which we study in this paper in order to build upon them a perception\u2010based filtering technique. This technique satisfies users\u2032 needs by precisely providing an exact filtering which is more efficient than other techniques.<\/jats:p>","DOI":"10.1155\/2008\/243107","type":"journal-article","created":{"date-parts":[[2008,5,8]],"date-time":"2008-05-08T15:55:25Z","timestamp":1210262125000},"update-policy":"https:\/\/doi.org\/10.1002\/crossmark_policy","source":"Crossref","is-referenced-by-count":1,"title":["Perception\u2010Based Filtering for MMOGs"],"prefix":"10.1155","volume":"2008","author":[{"given":"Souad","family":"El Merhebi","sequence":"first","affiliation":[]},{"given":"Jean-Christophe","family":"Hoelt","sequence":"additional","affiliation":[]},{"given":"Patrice","family":"Torguet","sequence":"additional","affiliation":[]},{"given":"Jean-Pierre","family":"Jessel","sequence":"additional","affiliation":[]}],"member":"311","published-online":{"date-parts":[[2008,5,5]]},"reference":[{"key":"e_1_2_9_1_2","unstructured":"TerdimanD. 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