Integrating user-perceived quality into Web server design
Proceedings of the 9th international World Wide Web conference on Computer networks : the international journal of computer and telecommunications netowrking
Measurement study of low-bitrate internet video streaming
IMW '01 Proceedings of the 1st ACM SIGCOMM Workshop on Internet Measurement
A web server's view of the transport layer
ACM SIGCOMM Computer Communication Review
Latency and User Behaviour on a Multiplayer Game Server
NGC '01 Proceedings of the Third International COST264 Workshop on Networked Group Communication
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?
Analysis of state exposure control to prevent cheating in online games
NOSSDAV '04 Proceedings of the 14th international workshop on Network and operating systems support for digital audio and video
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
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
Supporting P2P gaming when players have heterogeneous resources
NOSSDAV '05 Proceedings of the international workshop on Network and operating systems support for digital audio and video
Game traffic analysis: an MMORPG perspective
NOSSDAV '05 Proceedings of the international workshop on Network and operating systems support for digital audio and video
A traffic characterization of popular on-line games
IEEE/ACM Transactions on Networking (TON)
Dynamic microcell assignment for massively multiplayer online gaming
NetGames '05 Proceedings of 4th ACM SIGCOMM workshop on Network and system support for games
A challenge for reusing multiplayer online games without modifying binaries
NetGames '05 Proceedings of 4th ACM SIGCOMM workshop on Network and system support for games
Game server selection for multiple players
NetGames '05 Proceedings of 4th ACM SIGCOMM workshop on Network and system support for games
Analysis of factors affecting players' performance and perception in multiplayer games
NetGames '05 Proceedings of 4th ACM SIGCOMM workshop on Network and system support for games
Proceedings of the 2006 conference on Applications, technologies, architectures, and protocols for computer communications
FILA in gameland, a holistic approach to a problem of many dimensions
Computers in Entertainment (CIE) - 3rd anniversary issue
Achieving fairness in multiplayer network games through automated latency balancing
Proceedings of the 2005 ACM SIGCHI International Conference on Advances in computer entertainment technology
Proceedings of the 2nd ACM workshop on Quality of protection
Game traffic analysis: an MMORPG perspective
Computer Networks: The International Journal of Computer and Telecommunications Networking
Interest scheme: a new method for path prediction
NetGames '06 Proceedings of 5th ACM SIGCOMM workshop on Network and system support for games
CAN mobile gaming be improved?
NetGames '06 Proceedings of 5th ACM SIGCOMM workshop on Network and system support for games
Applicability of group communication for increased scalability in MMOGs
NetGames '06 Proceedings of 5th ACM SIGCOMM workshop on Network and system support for games
On correctness of scalable multi-server state replication in online games
NetGames '06 Proceedings of 5th ACM SIGCOMM workshop on Network and system support for games
Server topology considerations in online games
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
When is service really denied?: a user-centric dos metric
Proceedings of the 2007 ACM SIGMETRICS international conference on Measurement and modeling of computer systems
Support for resilient Peer-to-Peer gaming
Computer Networks: The International Journal of Computer and Telecommunications Networking
Towards user-centric metrics for denial-of-service measurement
Proceedings of the 2007 workshop on Experimental computer science
A user-centric metric for denial-of-service measurement
ecs'07 Experimental computer science on Experimental computer science
JumboGen: dynamic jumbo frame generation for network performance scalability
ACM SIGCOMM Computer Communication Review
A new method for path prediction in network games
Computers in Entertainment (CIE) - Theoretical and Practical Computer Applications in Entertainment
Proceedings of the 6th ACM SIGCOMM workshop on Network and system support for games
Distribution of first person shooter online multiplayer games
International Journal of Advanced Media and Communication
Modeling ping times in first person shooter games
CoNEXT '06 Proceedings of the 2006 ACM CoNEXT conference
Practical trust management without reputation in peer-to-peer games
Multiagent and Grid Systems - Grid Computing, high performance and distributed applications
The playing session: enhanced playability for mobile gamers in massive metaverses
International Journal of Computer Games Technology - Networking for Computer Games
Traffic analysis of avatars in Second Life
Proceedings of the 18th International Workshop on Network and Operating Systems Support for Digital Audio and Video
ACM Transactions on Internet Technology (TOIT)
An adaptive approach to exponential smoothing for CVE state prediction
Proceedings of the 2nd International Conference on Immersive Telecommunications
Network game traffic: A broadband access perspective
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
Proceedings of the 20th international workshop on Network and operating systems support for digital audio and video
Networked Graphics: Building Networked Games and Virtual Environments
Networked Graphics: Building Networked Games and Virtual Environments
The effect of user interface delay in thin client mobile games
AUIC '10 Proceedings of the Eleventh Australasian Conference on User Interface - Volume 106
International Journal of Computer Games Technology
Towards understanding user tolerance to network latency in zoomable video streaming
MM '11 Proceedings of the 19th ACM international conference on Multimedia
Proximity-aware superpeer overlay topologies
SelfMan'06 Proceedings of the Second IEEE international conference on Self-Managed Networks, Systems, and Services
Network traffic analysis and modeling for games
WINE'05 Proceedings of the First international conference on Internet and Network Economics
Workload characterization in multiplayer online games
ICCSA'06 Proceedings of the 6th international conference on Computational Science and Its Applications - Volume Part I
Trust enforcement in peer-to-peer massive multi-player online games
ODBASE'06/OTM'06 Proceedings of the 2006 Confederated international conference on On the Move to Meaningful Internet Systems: CoopIS, DOA, GADA, and ODBASE - Volume Part II
RTSenv: an experimental environment for real-time strategy games
Proceedings of the 10th Annual Workshop on Network and Systems Support for Games
A server-assisted approach for mobile-phone games
Mobile Multimedia Processing
Methods and network architecture for modifying extensible virtual environment to support mobility
Proceedings of the 15th International Academic MindTrek Conference: Envisioning Future Media Environments
A framework to help designing innovative massively multiplayer online games interactions
Edutainment'06 Proceedings of the First international conference on Technologies for E-Learning and Digital Entertainment
How responsiveness affects players' perception in digital games
Proceedings of the ACM Symposium on Applied Perception
Peer-to-peer architectures for massively multiplayer online games: A Survey
ACM Computing Surveys (CSUR)
Assessing the impact of latency and jitter on the perceived quality of call of duty modern warfare 2
HCI'13 Proceedings of the 15th international conference on Human-Computer Interaction: users and contexts of use - Volume Part III
Matchmaking in multi-player on-line games: studying user traces to improve the user experience
Proceedings of Network and Operating System Support on Digital Audio and Video Workshop
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Latency on the Internet is a well-known problem for interactive applications. With the increase in interactive network games comes the increased importance of understanding the effects of latency on user performance. Classes of network games such as First Person Shooters (FPS) and Real Time Strategy (RTS) differ in their user interaction model and hence susceptibility to latency. While previous work has measured the effects of latency on FPS games, there has been no systematic investigation of the effects of latency on RTS games. In this work, we design and conduct user studies that measure the impact of latency on user performance in Warcraft III, a popular RTS game. As a foundation for the research, we separated typical Warcraft III user interactions into the basic components of explore, build and combat, and analyzed each individually. We find modest statistical correlations between user performance and latency for exploration, but very weak correlations for building and combat. Overall, the effect of even very high latency, while noticeable to users, has a negligible effect on the outcome of the game. We attribute this somewhat surprising result to the nature of RTS game-play that clearly favors strategy over the real-time aspects.