While the Internet is an amazing piece of technology, it wasn’t constructed for applications that run in real-time. If you’re interested in reading the news, you probably don’t mind waiting a few seconds if all the relevant information then appears. The situation doesn’t exist where a news reader absolutely needs an article in the next tenth of a second. However, when we game online, we are constantly devouring information and sending commands that need to be transported that quickly. In this session Peyton Maynard-Koran, discusses some problems with the Internet’s construction and what implications those problems present for gamers, real-time applications, and for the network providers themselves.