Title : On Demand Infrastructure for Online Games Online gaming is a rapidly growing segment of the video games industry and has the potential to be a killer Internet application. Launching a large-scale multiplayer online game requires considerable investment in hosting infrastructure, however, and the difficulty of predicting the success of a new title makes investing in dedicated server and network resources very risky. A shared infrastructure based on utility computing models to support multiple games offers an attractive option for game providers whose core competency is not in managing large server deployments. After giving some brief background on the pertinent characteristics of multiplayer online games, we will describe a prototype implementation of a shared, on demand service platform for online games. The platform builds on open standards and off-the-shelf software developed to support utility computing offerings for Web-based business applications. We will describe our early experience with identifying appropriate performance metrics for provisioning game servers and show a short demo of the system provisioning multiple instances of a popular action game. This work was done in the Network Software and Services group at the IBM TJ Watson Research Center. If time permits, we will also give an overview of a few of the other ongoing projects in the group.