Assessing the impact of latency and jitter on the perceived quality of call of duty modern warfare 2

  • Authors:
  • Rahul Amin;France Jackson;Juan E. Gilbert;Jim Martin;Terry Shaw

  • Affiliations:
  • Clemson University, Clemson, SC;Clemson University, Clemson, SC;Clemson University, Clemson, SC;Clemson University, Clemson, SC;Cable Television Laboratories, Inc., Louisville, CO

  • Venue:
  • HCI'13 Proceedings of the 15th international conference on Human-Computer Interaction: users and contexts of use - Volume Part III
  • Year:
  • 2013

Quantified Score

Hi-index 0.00

Visualization

Abstract

Jane McGonigal stated in her 2010 TED Talk that humans spend 3 billion hours a week playing video games around the planet. Americans alone devote 183 million hours per week to gaming. With numbers like these, it's no wonder why end user demands for bandwidth have increased exponentially and the potential for network congestion is always present. We conduct a user study that focuses on the question: "How much network impairment is acceptable before users are dissatisfied?" In particular, the main objective of our study is to measure a gamer's perceived Quality of Experience (QoE) for a real-time first person shooter (FPS) online game Call of Duty Modern Warfare 2 in presence of varied levels of network congestion. We develop a Mean Opinion Score (MOS) metric to determine each gamers' QoE. We investigate the following hypothesis: The gamers' perceived QoE correlates to their skill level.