Modeling and simulation: linking entertainment and defense
Modeling and simulation: linking entertainment and defense
The first noble truth of CyberSpace: people are people (even when they MOO)
Proceedings of the SIGCHI Conference on Human Factors in Computing Systems
Networked virtual environments: design and implementation
Networked virtual environments: design and implementation
Promoting the use of end-to-end congestion control in the Internet
IEEE/ACM Transactions on Networking (TON)
Coping with inconsistency due to network delays in collaborative virtual environments
Proceedings of the ACM symposium on Virtual reality software and technology
Consistency control for distributed interactive media
MULTIMEDIA '01 Proceedings of the ninth ACM international conference on Multimedia
Collaboration in tele-immersive environments
EGVE '02 Proceedings of the workshop on Virtual environments 2002
Effects of Network Characteristics on Human Performance in a Collaborative Virtual Environment
VR '99 Proceedings of the IEEE Virtual Reality
Scalable Prediction Based Concurrency Control for Distributed Virtual Environments
VR '00 Proceedings of the IEEE Virtual Reality 2000 Conference
A Local Perception Filter for Distributed Virtual Environments
VRAIS '98 Proceedings of the Virtual Reality Annual International Symposium
Small-Group Behavior in a Virtual and Real Environment: A Comparative Study
Presence: Teleoperators and Virtual Environments
A distributed architecture for multiplayer interactive applications on the Internet
IEEE Network: The Magazine of Global Internetworking
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?
How sensitive are online gamers to network quality?
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
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
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
Consistency requirements in multiplayer online games
NetGames '06 Proceedings of 5th ACM SIGCOMM workshop on Network and system support for games
What makes people experience flow? Social characteristics of online games
International Journal of Advanced Media and Communication
A synchronization protocol for supporting peer-to-peer multiplayer online games in overlay networks
Proceedings of the second international conference on Distributed event-based systems
Virtual worlds, real traffic: interaction and adaptation
MMSys '10 Proceedings of the first annual ACM SIGMM conference on Multimedia systems
International Journal of Computers and Applications
Subjective-based quality assessment for online games
Proceedings of the 3rd International ICST Conference on Simulation Tools and Techniques
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
Latency equalization as a new network service primitive
IEEE/ACM Transactions on Networking (TON)
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The Internet has provided a network infrastructure with global connectivity for the games industry to develop and deploy online games. However, unlike the document interface paradigm of the World Wide Web (WWW), these online games have more stringent requirements that are not fulfilled by the Internet's best effort service model.A key characteristic of online games is the possibility of having multiple participants share the same experience. Consequently, the volatile nature of the Internet can affect the enjoyment of all, or at the very least a few, of the users. To ameliorate the impact caused by network problems that may arise during game play, game developers have adopted adaptation techniques in the design and implementation of online games. However, little is known of how the user perceives these mechanisms.This paper presents the results of a questionnaire targeted at the online gaming community to provide insight into what users really think of the Internet and its impact on their playing experience. One of the main results is to demonstrate that the existing mechanisms fail to maintain the utility of the game at all times, leading to frustration on the part of the users. In spite of this, users are not willing to pay for any service guarantees.