What online gamers really think of the Internet?
NetGames '03 Proceedings of the 2nd workshop on Network and system support for games
Some thoughts on emulating jitter for user experience trials
Proceedings of 3rd ACM SIGCOMM workshop on Network and system support for games
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Proceedings of the 2004 ACM SIGCHI International Conference on Advances in computer entertainment technology
Networking and Online 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
Predicting the perceived quality of a first person shooter: the Quake IV G-model
NetGames '06 Proceedings of 5th ACM SIGCOMM workshop on Network and system support for games
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This paper describes a new game assessment metric for the online gamer. The metric is in line with a mathematical model currently used for network planning assessment. In addition to the traditional network-based parameters such as delay, jitter and packet loss, new parameters based on subjective assessment are introduced. The metric aims to estimate game quality as perceived by an online game player. In order to validate and calibrate the proposed metric a subjective game quality assessment is also proposed. Two 5-point scales are introduced: a game-quality scale and a game playing-effort scale. The mean average of each scales termed, as Mean Opinion Score (MOS), will indicate the game quality (MOSGQE) and the playing-effort required (MOSGPE). Reported evaluation results indicate a high level of correlation when compared with other algorithms. Comparative results have been carried out for three online games.