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AWS wellarchitected documentation change

Service: wellarchitected · 2025-03-10 · Documentation low

File: wellarchitected/latest/games-industry-lens/games-scenario-1.2.md

Summary

Updated references from 'Amazon GameLift' to 'Amazon GameLift Servers' throughout the document to clarify service component naming

Security assessment

Changes appear to be terminology updates rather than security-related. No security vulnerabilities, mitigations, or new security features are mentioned. Updates focus on service name accuracy (adding 'Servers' to GameLift references) without altering security context.

Diff

diff --git a/wellarchitected/latest/games-industry-lens/games-scenario-1.2.md
index ba37f813a..7c6798287 100644
--- a/wellarchitected/latest/games-industry-lens/games-scenario-1.2.md
+++ b/wellarchitected/latest/games-industry-lens/games-scenario-1.2.md
@@ -9 +9 @@ When developing an architecture for your game, you should consider the features
-Hosting a session-based multiplayer game requires having server infrastructure to host the game server processes as well as a scalable backend for matchmaking and session management. The following reference architecture shows how Amazon GameLift managed hosting and a serverless backend can be used to manage your session-based games. 
+Hosting a session-based multiplayer game requires having server infrastructure to host the game server processes as well as a scalable backend for matchmaking and session management. The following reference architecture shows how Amazon GameLift Servers managed hosting and a serverless backend can be used to manage your session-based games. 
@@ -11 +11 @@ Hosting a session-based multiplayer game requires having server infrastructure t
-![A reference architecture diagram showing how Amazon GameLift managed hosting and a serverless backend can be used to manage your session-based games.](/images/wellarchitected/latest/games-industry-lens/images/GameLift with Serverless backend reference architecture diagram.png)
+![A reference architecture diagram showing how Amazon GameLift Servers managed hosting and a serverless backend can be used to manage your session-based games.](/images/wellarchitected/latest/games-industry-lens/images/GameLift with Serverless backend reference architecture diagram.png)
@@ -13 +13 @@ Hosting a session-based multiplayer game requires having server infrastructure t
-_Amazon GameLift managed hosting for session-based games_
+_Amazon GameLift Servers managed hosting for session-based games_
@@ -15 +15 @@ _Amazon GameLift managed hosting for session-based games_
-The diagram describes the process of getting players into games running on Amazon GameLift managed game hosting. It includes the following steps:
+The diagram describes the process of getting players into games running on Amazon GameLift Servers managed game hosting. It includes the following steps:
@@ -25 +25 @@ The diagram describes the process of getting players into games running on Amazo
-  5. Using the correct player data for any additional information (like player skill level), the Lambda function requests a match through **Amazon GameLift FlexMatch** matchmaking. You can define a FlexMatch matchmaking configuration with JSON-based configuration documents. The game client can generate latency metrics by pinging server endpoints in various Regions, and the latency data can be used to support latency-based matchmaking.
+  5. Using the correct player data for any additional information (like player skill level), the Lambda function requests a match through **Amazon GameLift Servers FlexMatch** matchmaking. You can define a FlexMatch matchmaking configuration with JSON-based configuration documents. The game client can generate latency metrics by pinging server endpoints in various Regions, and the latency data can be used to support latency-based matchmaking.
@@ -27 +27 @@ The diagram describes the process of getting players into games running on Amazo
-  6. After FlexMatch matches a group of players with suitable latency to a Region, it requests a game session placement through a Amazon GameLift queue. The queue contains fleets with one or more registered Region locations.
+  6. After FlexMatch matches a group of players with suitable latency to a Region, it requests a game session placement through a Amazon GameLift Servers queue. The queue contains fleets with one or more registered Region locations.
@@ -41 +41 @@ The diagram describes the process of getting players into games running on Amazo
-  13. The game client connects to the game server using the port and IP address provided by the backend. It sends the player session ID to the game server and the game server validates it using the Amazon GameLift Server SDK.
+  13. The game client connects to the game server using the port and IP address provided by the backend. It sends the player session ID to the game server and the game server validates it using the Amazon GameLift Servers Server SDK.
@@ -46 +46 @@ The diagram describes the process of getting players into games running on Amazo
-Alternatively, you can modify the preceding architecture to use API Gateway WebSockets with Amazon GameLift. In this approach, communication between the game client and your game backend service occur using a [websockets-based implementation](https://docs.aws.amazon.com/gamelift/latest/developerguide/gamelift_quickstart_customservers_designbackend_arch_websockets.html). This implementation can be used so that the game backend Lambda function initiates a server-side message to the game client over a WebSocket rather than implementing a polling model. 
+Alternatively, you can modify the preceding architecture to use API Gateway WebSockets with Amazon GameLift Servers. In this approach, communication between the game client and your game backend service occur using a [websockets-based implementation](https://docs.aws.amazon.com/gamelift/latest/developerguide/gamelift_quickstart_customservers_designbackend_arch_websockets.html). This implementation can be used so that the game backend Lambda function initiates a server-side message to the game client over a WebSocket rather than implementing a polling model.