Human performance engineering: using human factors/ergonomics to achieve computer system usability (2nd ed.)
Lag as a determinant of human performance in interactive systems
INTERCHI '93 Proceedings of the INTERCHI '93 conference on Human factors in computing systems
Proceedings of the first international conference on Information and computation economies
Coping with inconsistency due to network delays in collaborative virtual environments
Proceedings of the ACM symposium on Virtual reality software and technology
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
Subjective quality assessment for multiplayer real-time games
NetGames '02 Proceedings of the 1st workshop on Network and system support for games
Latency and User Behaviour on a Multiplayer Game Server
NGC '01 Proceedings of the Third International COST264 Workshop on Networked Group Communication
Effects of Network Characteristics on Human Performance in a Collaborative Virtual Environment
VR '99 Proceedings of the IEEE Virtual Reality
Framework and requirements of Quality of Service for multimedia applications
IIS '97 Proceedings of the 1997 IASTED International Conference on Intelligent Information Systems (IIS '97)
The effect of latency on user performance in Warcraft III
NetGames '03 Proceedings of the 2nd workshop on Network and system support for games
What online gamers really think of the Internet?
NetGames '03 Proceedings of the 2nd workshop on Network and system support for games
Architecting noncooperative networks
IEEE Journal on Selected Areas in Communications
Revisiting IP QoS: why do we care, what have we learned? ACM SIGCOMM 2003 RIPQOS workshop report
ACM SIGCOMM Computer Communication Review
Proceedings of 3rd ACM SIGCOMM workshop on Network and system support for games
A Sexual Elitist Genetic Algorithm for Providing QoS in Distributed Virtual Environment Systems
IPDPS '05 Proceedings of the 19th IEEE International Parallel and Distributed Processing Symposium (IPDPS'05) - Workshop 6 - Volume 07
BT Technology Journal
How sensitive are online gamers to network quality?
Communications of the ACM - Entertainment networking
Latency and player actions in online games
Communications of the ACM - Entertainment networking
Achieving fairness in multiplayer network games through automated latency balancing
Proceedings of the 2005 ACM SIGCHI International Conference on Advances in computer entertainment technology
A genetic approach for adding QoS to distributed virtual environments
Computer Communications
A relative delay minimization scheme for multiplayer gaming in differentiated services networks
NetGames '06 Proceedings of 5th ACM SIGCOMM workshop on Network and system support for games
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
Automated network games enhancement layer: a proposed architecture
NetGames '06 Proceedings of 5th ACM SIGCOMM workshop on Network and system support for games
Network game traffic: a broadband access perspective
Computer Networks: The International Journal of Computer and Telecommunications Networking - Special issue: Networking issues in entertainment computing
A two-phase approach to interactivity enhancement for large-scale distributed virtual environments
Computer Networks: The International Journal of Computer and Telecommunications Networking
A Latency-Aware Partitioning Method for Distributed Virtual Environment Systems
IEEE Transactions on Parallel and Distributed Systems
ARMA(1,1) modeling of Quake4 Server to client game traffic
Proceedings of the 6th ACM SIGCOMM workshop on Network and system support for games
Performance analysis of the ANGEL system for automated control of game traffic prioritisation
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
Network-Aware Server Placement for Highly Interactive Distributed Virtual Environments
DS-RT '08 Proceedings of the 2008 12th IEEE/ACM International Symposium on Distributed Simulation and Real-Time Applications
A new system architecture for crowd simulation
Journal of Network and Computer Applications
Congestion-only charging: a novel pricing mechanism for use in differentiated services networks
The Fourth International Conference on Heterogeneous Networking for Quality, Reliability, Security and Robustness & Workshops
Real-time service provisioning for mobile and wireless networks
Computer Communications
Network game traffic: A broadband access perspective
Computer Networks: The International Journal of Computer and Telecommunications Networking
M-GRASP: a GRASP with memory for latency-aware partitioning methods in DVE systems
IEEE Transactions on Systems, Man, and Cybernetics, Part A: Systems and Humans
Virtual worlds, real traffic: interaction and adaptation
MMSys '10 Proceedings of the first annual ACM SIGMM conference on Multimedia systems
A distributed framework for scalable large-scale crowd simulation
ICVR'07 Proceedings of the 2nd international conference on Virtual reality
Ensuring the performance and scalability of peer-to-peer distributed virtual environments
Future Generation Computer Systems
A dynamic management scheme for DVEs
Journal of Network and Computer Applications
Efficient client-to-server assignments for distributed virtual environments
IPDPS'06 Proceedings of the 20th international conference on Parallel and distributed processing
Multi-objective zone mapping in large-scale distributed virtual environments
Journal of Network and Computer Applications
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
International Journal of Computer Games Technology
QoS-Aware Server Provisioning for Large-Scale Distributed Virtual Environments
PADS '10 Proceedings of the 2010 IEEE Workshop on Principles of Advanced and Distributed Simulation
A methodology for managing distributed virtual environment scalability
Proceedings of the Winter Simulation Conference
A Read-Copy Update based parallel server for distributed crowd simulations
The Journal of Supercomputing
A scalable multiagent system architecture for interactive applications
Science of Computer Programming
A distributed visualization system for crowd simulations
Integrated Computer-Aided Engineering
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Research into providing different levels of network Quality of Service (QoS) often assumes that there is a large market for QoS-sensitive applications that will be fulfilled once QoS-enabled networks have been deployed. Multiplayer networked games are an example of such an application that requires QoS, and hence will only become popular if QoS is made widely available. The prima facie evidence, however, is that games are already popular, in spite of the existing QoS-free best-effort Internet.Networked games may have become popular despite the lack of QoS because players "make do" with what is available to them. Such popularity is a double-edged sword. It may mean that there is a demand, as yet unfulfilled, from game players for QoS-enabled networks. On the other hand, it may mean that players have become accustomed to playing games without QoS, and therefore might be less willing to pay for higher QoS when it does eventually become available.In this paper we present the results of a short experiment to examine the QoS tolerances of game players. We use a set of popular First Person Shooter (FPS) game servers that are publicly available to Internet users at large. By systematically altering the network latency to the servers, we attempt to study whether degraded QoS (in the form of higher network delay) affects a user's decision to participate in the game.We find that increased network delay has an effect on a user's decision to join a game server. It appears, however, that there is no significant difference in the number of players who leave the game as a result of increased delay. We speculate that this may be due to a user's enjoyment exceeding their QoS-sensitivity, and discuss the implications of our findings with respect to providing and charging for QoS.