The effect of latency on user performance in Warcraft III
NetGames '03 Proceedings of the 2nd 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
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
Talking bodies: Sensitivity to desynchronization of conversations
ACM Transactions on Applied Perception (TAP)
Perceptually motivated guidelines for voice synchronization in film
ACM Transactions on Applied Perception (TAP)
Influence of network delay and jitter on cooperation in multiplayer games
Proceedings of the 10th International Conference on Virtual Reality Continuum and Its Applications in Industry
Arrrgghh!!!: blending quantitative and qualitative methods to detect player frustration
Proceedings of the 6th International Conference on Foundations of Digital Games
CaveUDK: a VR game engine middleware
Proceedings of the 18th ACM symposium on Virtual reality software and technology
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Digital games with realistic virtual characters have become very popular. The ability for players to promptly control their character is a crucial feature of these types of games, be it platform games, first-person shooters, or role-playing games. Delays in the responsiveness of a player's character, for example due to extensive AI calculations or to network latencies, can considerably reduce the player's enjoyment of a game. In this paper, we present a thorough analysis of the consequences of such delays on the players' experience across two games with different levels of difficulty. We investigate the effects of responsiveness on the player's experience, performance, and perception of the virtual character, as well as the player's adaptability to delays. We find that delay affects the enjoyment of the games as well as the performance, but only becomes really important when a game becomes more challenging. Furthermore, players can get used to delay within a few minutes of play, so that their performance does not significantly differ from players without a delay handicap.