Human performance engineering: using human factors/ergonomics to achieve computer system usability (2nd ed.)
A GOMS analysis of a graphic machine-paced, highly interactive task
CHI '92 Proceedings of the SIGCHI Conference on Human Factors in Computing Systems
Lag as a determinant of human performance in interactive systems
INTERCHI '93 Proceedings of the INTERCHI '93 conference on Human factors in computing systems
Modelling user behaviour in networked games
MULTIMEDIA '01 Proceedings of the ninth ACM international conference on Multimedia
Design and Evaluation of MiMaze, a Multi-Player Game on the Internet
ICMCS '98 Proceedings of the IEEE International Conference on Multimedia Computing and Systems
Research note: Source models of network game traffic
Computer Communications
On the impact of delay on real-time multiplayer games
NOSSDAV '02 Proceedings of the 12th international workshop on Network and operating systems support for digital audio and video
Observations on game server discovery mechanisms
NetGames '02 Proceedings of the 1st workshop on Network and system support for games
Network game traffic modelling
NetGames '02 Proceedings of the 1st workshop on Network and system support for games
NetGames '02 Proceedings of the 1st workshop on Network and system support for games
Provisioning on-line games: a traffic analysis of a busy counter-strike server
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RIPQoS '03 Proceedings of the ACM SIGCOMM workshop on Revisiting IP QoS: What have we learned, why do we care?
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MULTIMEDIA '03 Proceedings of the eleventh ACM international conference on Multimedia
The effect of latency on user performance in Warcraft III
NetGames '03 Proceedings of the 2nd workshop on Network and system support for games
Modeling player session times of on-line games
NetGames '03 Proceedings of the 2nd workshop on Network and system support for games
Access network delay in networked games
NetGames '03 Proceedings of the 2nd workshop on Network and system support for games
On the geographic distribution of on-line game servers and players
NetGames '03 Proceedings of the 2nd workshop on Network and system support for games
Traffic Modelling for Fast Action Network Games
Multimedia Tools and Applications
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
Proceedings of 3rd ACM SIGCOMM workshop on Network and system support for games
Some thoughts on emulating jitter for user experience trials
Proceedings of 3rd ACM SIGCOMM workshop on Network and system support for games
A RIO-like technique for interactivity loss-avoidance in fast-paced multiplayer online games
Computers in Entertainment (CIE) - Theoretical and Practical Computer Applications in Entertainment
Proceedings of the 2004 ACM SIGCHI International Conference on Advances in computer entertainment technology
A traffic characterization of popular on-line games
IEEE/ACM Transactions on Networking (TON)
A distributed event delivery method with load balancing for MMORPG
NetGames '05 Proceedings of 4th ACM SIGCOMM workshop on Network and system support for games
Enabling scalability by partitioning virtual environments using frontier sets
Presence: Teleoperators and Virtual Environments - Special issue: IEEE VR 2005
Characterization of user behavior in a multi-player online game
Proceedings of the 2005 ACM SIGCHI International Conference on Advances in computer entertainment technology
Achieving fairness in multiplayer network games through automated latency balancing
Proceedings of the 2005 ACM SIGCHI International Conference on Advances in computer entertainment technology
GLS: simulator for online multi-player games
MULTIMEDIA '06 Proceedings of the 14th annual ACM international conference on Multimedia
Post-game estimation of game client RTT and hop count distributions
NetGames '06 Proceedings of 5th ACM SIGCOMM workshop on Network and system support for games
Consistency requirements in multiplayer online games
NetGames '06 Proceedings of 5th ACM SIGCOMM workshop on Network and system support for games
Load-balancing for peer-to-peer networked virtual environment
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
Proceedings of the 6th ACM SIGCOMM workshop on Network and system support for games
Modeling ping times in first person shooter games
CoNEXT '06 Proceedings of the 2006 ACM CoNEXT conference
The effect of latency on user performance in Real-Time Strategy games
Computer Networks: The International Journal of Computer and Telecommunications Networking
Virtual worlds, real traffic: interaction and adaptation
MMSys '10 Proceedings of the first annual ACM SIGMM conference on Multimedia systems
On the objective evaluation of real-time networked games
GLOBECOM'09 Proceedings of the 28th IEEE conference on Global telecommunications
Networked Graphics: Building Networked Games and Virtual Environments
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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
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Information Technology and Management
Reactivity-based approaches to improve web systems' quality of service
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Triangle-based obstacle-aware load balancing for massively multiplayer games
Proceedings of the 10th Annual Workshop on Network and Systems Support for Games
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Multiplayer online games represent one of the most popular forms of networked group communication on the Internet today. We have been running a server for a first-person shooter game, Half-Life. In this paper we analyse some of the delay characteristics of different players on the server and present some interim results. We find that whilst network delay has some effect on players' behaviour, this is outweighed by application-level or exogenous effects. Players seem to be remarkably tolerant of network conditions, and absolute delay bounds appear to be less important than the relative delay between players.