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
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
Less cyber, more café: enhancing existing small businesses across the digital divide with ICTs
Information Technology for Development
Influence of social setting on player experience of digital games
CHI '08 Extended Abstracts on Human Factors in Computing Systems
People, places, and play: player experience in a socio-spatial context
Computers in Entertainment (CIE) - Theoretical and Practical Computer Applications in Entertainment
Shared Fun Is Doubled Fun: Player Enjoyment as a Function of Social Setting
Proceedings of the 2nd International Conference on Fun and Games
Platform for distributed 3D gaming
International Journal of Computer Games Technology - Special issue on cyber games and interactive entertainment
Where everybody knows your game: the appeal and function of game cafés in western Europe
Proceedings of the International Conference on Advances in Computer Enterntainment Technology
ICTD'09 Proceedings of the 3rd international conference on Information and communication technologies and development
Testing Cross-Platform Streaming of Video Games over Wired and Wireless LANs
WAINA '10 Proceedings of the 2010 IEEE 24th International Conference on Advanced Information Networking and Applications Workshops
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Distributed gaming enables access to interactive media from devices based on different platforms. It facilitates users to enjoy video games in various environments without the need for using a single device or operating system. Understanding the potential and limitations of such gaming-on-demand systems is key for their adoption and further growth in public places. This paper presents an in-depth, quantitative study performed with the Games@Large (GaL) distributed-gaming system and its potential users at an Internet café in Genoa, Italy. The approach of the study was multilevel, covering the player experience and user acceptance aspects as well as technical performance peculiarities. Results show that the GaL system has a high potential at Internet cafes, in particular when playing a casual genre game. Furthermore, results provide recommendations for deploying such systems in terms of social setting and technical aspects. The methodology and findings of the GaL system tests can be applied to similar game streaming systems and used as input for theories on social digital game play.