The effects of loss and latency on user performance in unreal tournament 2003®
Proceedings of 3rd ACM SIGCOMM workshop on Network and system support for games
The effect of latency and network limitations on MMORPGs: a field study of everquest2
NetGames '05 Proceedings of 4th ACM SIGCOMM workshop on Network and system support for games
Analysis of factors affecting players' performance and perception in multiplayer games
NetGames '05 Proceedings of 4th ACM SIGCOMM workshop on Network and system support for games
Latency and player actions in online games
Communications of the ACM - Entertainment networking
Andrew Rollings and Ernest Adams on Game Design
Andrew Rollings and Ernest Adams on Game Design
A high-quality low-delay remote rendering system for 3D video
Proceedings of the international conference on Multimedia
Proceedings of the 10th Annual Workshop on Network and Systems Support for Games
On the performance of games using solid state drives
Proceedings of the 10th Annual Workshop on Network and Systems Support for Games
Latency in Cloud-Based Interactive Streaming Content
Bell Labs Technical Journal
Thin to win?: network performance analysis of the OnLive thin client game system
Proceedings of the 11th Annual Workshop on Network and Systems Support for Games
The brewing storm in cloud gaming: a measurement study on cloud to end-user latency
Proceedings of the 11th Annual Workshop on Network and Systems Support for Games
Generation of synthetic workloads for multiplayer online gaming benchmarks
Proceedings of the 11th Annual Workshop on Network and Systems Support for Games
Assessing the impact of latency and jitter on the perceived quality of call of duty modern warfare 2
HCI'13 Proceedings of the 15th international conference on Human-Computer Interaction: users and contexts of use - Volume Part III
Quantifying User Satisfaction in Mobile Cloud Games
Proceedings of Workshop on Mobile Video Delivery
Hi-index | 0.00 |
The growth in network capacities and availability has been accompanied by a proliferation of online games. While online games perform well under many network conditions, Internet delays can often degrade online game performance. The precise impact that latency has on online gameplay depends upon the game type and the actions within the game. While the effects of latency on specific games has been studied, knowledge about the effects of latency on classes of games and about the effects of latency on different player actions is lacking. This paper presents a broad, perspective-based classification of games based on player control and camera view. The foundation of the game classification are player actions, each of which is defined by its precision and deadline requirements. Experiments with controlled amount of precision, deadline and latency support the classification. This classification of games should prove useful for game designers, network engineers and game players themselves as they build and play on tomorrow's networks.