Impact of statistical multiplexing on voice quality in cellular networks
Proceedings of the 3rd ACM international workshop on Modeling, analysis and simulation of wireless and mobile systems
Human perception of jitter and media synchronization
IEEE Journal on Selected Areas in Communications
Networked games: a QoS-sensitive application for QoS-insensitive users?
RIPQoS '03 Proceedings of the ACM SIGCOMM workshop on Revisiting IP QoS: What have we learned, why do we care?
Access network delay in networked games
NetGames '03 Proceedings of the 2nd workshop on Network and system support for games
The effects of latency on online madden NFL football
NOSSDAV '04 Proceedings of the 14th international workshop on Network and operating systems support for digital audio and video
Lightweight QoS-support for networked mobile gaming
Proceedings of 3rd ACM SIGCOMM 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
Achieving fairness in multiplayer network games through automated latency balancing
Proceedings of the 2005 ACM SIGCHI International Conference on Advances in computer entertainment technology
Influences of network latency on interactivity in networked rock-paper-scissors
NetGames '06 Proceedings of 5th ACM SIGCOMM workshop on Network and system support for games
The effect of latency on user performance in real-time strategy games
Computer Networks: The International Journal of Computer and Telecommunications Networking - Special issue: Networking issues in entertainment computing
Distribution of first person shooter online multiplayer games
International Journal of Advanced Media and Communication
Platform for distributed 3D gaming
International Journal of Computer Games Technology - Special issue on cyber games and interactive entertainment
The effect of latency on user performance in Real-Time Strategy games
Computer Networks: The International Journal of Computer and Telecommunications Networking
802.11 Wireless LAN multiplayer game capacity and optimization
Proceedings of the 8th Annual Workshop on Network and Systems Support for Games
Optimisation of capacity in various 802.11 gaming scenarios
International Journal of Advanced Media and Communication
A measurement study regarding quality of service and its impact on multiplayer online games
Proceedings of the 9th Annual Workshop on Network and Systems Support for Games
Deploying a massively multiplayer online game with a low-latency server infrastructure
Information Technology and Management
IWQoS'05 Proceedings of the 13th international conference on Quality of Service
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Mean Opinion Score (MOS) tests are a well-known procedure to indicate the suitability of telecommunications equipment to provide voice services. However, converged data networks provide a variety of services, increasingly entertainment services as e.g. games. After describing the potential of games for Third Generation (3G) mobile networks, this paper establishes first guidelines to perform subjective assessment of game quality. Subsequently, an experimental study is conducted to assess the game quality of a multiplayer real-time game, XBlast, for different network conditions.