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 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
Proceedings of 3rd ACM SIGCOMM workshop on Network and system support for games
Latency and player actions in online games
Communications of the ACM - Entertainment networking
Latency can kill: precision and deadline in online games
MMSys '10 Proceedings of the first annual ACM SIGMM conference on Multimedia systems
Proceedings of the 10th Annual Workshop on Network and Systems Support for Games
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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.