A traffic characterization of popular on-line games
IEEE/ACM Transactions on Networking (TON)
Influences of network latency and packet loss on consistency in networked racing games
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
Communications of the ACM - Web science
A break in the clouds: towards a cloud definition
ACM SIGCOMM Computer Communication Review
A basic multimedia quality model
IEEE Transactions on Multimedia
Streaming video over the Internet: approaches and directions
IEEE Transactions on Circuits and Systems for Video Technology
Muse: a multimedia streaming enabled remote interactivity system for mobile devices
Proceedings of the 10th International Conference on Mobile and Ubiquitous Multimedia
Cloud mobile gaming: modeling and measuring user experience in mobile wireless networks
ACM SIGMOBILE Mobile Computing and Communications Review
Streaming directx-based games on windows
ACE'12 Proceedings of the 9th international conference on Advances in Computer Entertainment
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With the evolution of mobile devices and networks, and the growing trend of mobile Internet access, rich, multiplayer gaming using mobile devices, similar to PC-based Internet games, has tremendous potential and interest. However, the current client-server architecture for PC-based Internet games, where most of the storage and computational burden of the game lies with the client device, does not work with mobile devices, constraining mobile gaming to either downloadable, single player games, or very light non-interactive versions of the rich multi-player Internet games. In this paper, we study a cloud server based approach, termed Cloud Mobile Gaming (CMG), where the burden of executing the gaming engines is put on cloud servers, and the mobile devices just communicate the users' gaming commands to the servers. We analyze the factors affecting the quality of user experience using the CMG approach, including the game genres, video encoding factors, and the conditions of the wireless network. Based on the above analysis, we develop a model for Mobile Gaming User Experience (MGUE), and develop a prototype for real-time measurement of MGUE that can be used in real networks. We validate MGUE model using controlled subjective testing, and then use it to characterize user experience achievable using the CMG approach in wireless networks.