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
Network game traffic modelling
NetGames '02 Proceedings of the 1st workshop on Network and system support for games
The effect of latency on user performance in Warcraft III
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
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
Latency and player actions in online games
Communications of the ACM - Entertainment networking
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
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
Improving end-to-end quality-of-service in online multi-player wireless gaming networks
Computer Communications
A novel network architecture for crowded online environments
Sandbox '08 Proceedings of the 2008 ACM SIGGRAPH symposium on Video games
Performance analysis of game world partitioning methods for multiplayer mobile gaming
Proceedings of the 7th ACM SIGCOMM Workshop on Network and System Support for Games
Latency reduction by dynamic core selection and partial migration of game state
Proceedings of the 7th ACM SIGCOMM Workshop on Network and System Support for Games
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
The partial migration of game state and dynamic server selection to reduce latency
Multimedia Tools and Applications
MMORPG Player actions: Network performance, session patterns and latency requirements analysis
Multimedia Tools and Applications
QoE in multi-service multi-agent networks
International Journal of Communication Networks and Distributed Systems
Latency can kill: precision and deadline in online games
MMSys '10 Proceedings of the first annual ACM SIGMM conference on Multimedia systems
Measurement and estimation of network QoS among peer Xbox 360 game players
PAM'08 Proceedings of the 9th international conference on Passive and active network measurement
Subjective-based quality assessment for online games
Proceedings of the 3rd International ICST Conference on Simulation Tools and Techniques
Modeling and characterizing user experience in a cloud server based mobile gaming approach
GLOBECOM'09 Proceedings of the 28th IEEE conference on Global telecommunications
On the objective evaluation of real-time networked games
GLOBECOM'09 Proceedings of the 28th IEEE conference on Global telecommunications
802.11 Wireless LAN multiplayer game capacity and optimization
Proceedings of the 8th Annual Workshop on Network and Systems Support for Games
Proceedings of the 8th Annual Workshop on Network and Systems Support for Games
On latency in IEEE 802.11-based wireless ad-hoc networks
ISWPC'10 Proceedings of the 5th IEEE international conference on Wireless pervasive computing
Optimisation of capacity in various 802.11 gaming scenarios
International Journal of Advanced Media and Communication
Reducing game latency by migration, core-selection and TCP modifications
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
International Journal of Computer Games Technology
Helping users shop for ISPs with internet nutrition labels
Proceedings of the 2nd ACM SIGCOMM workshop on Home networks
Computers in Entertainment (CIE) - Theoretical and Practical Computer Applications in Entertainment
Influence of network delay and jitter on cooperation in multiplayer games
Proceedings of the 10th International Conference on Virtual Reality Continuum and Its Applications in Industry
Dynamic scalability for next generation gaming infrastructures
Proceedings of the 4th International ICST Conference on Simulation Tools and Techniques
Proceedings of the 10th Annual Workshop on Network and Systems Support for Games
Techniques for measuring quality of experience
WWIC'10 Proceedings of the 8th international conference on Wired/Wireless Internet Communications
Latency equalization as a new network service primitive
IEEE/ACM Transactions on Networking (TON)
Cloud mobile gaming: modeling and measuring user experience in mobile wireless networks
ACM SIGMOBILE Mobile Computing and Communications Review
How responsiveness affects players' perception in digital games
Proceedings of the ACM Symposium on Applied Perception
Dynamic resource provisioning for cloud-based gaming infrastructures
Computers in Entertainment (CIE) - Theoretical and Practical Computer Applications in Entertainment
Latency in Cloud-Based Interactive Streaming Content
Bell Labs Technical Journal
The effects of network loads and latency in multiplayer online games
ICEC'07 Proceedings of the 6th international conference on Entertainment Computing
Estimating TCP latency approximately with passive measurements
PAM'13 Proceedings of the 14th international conference on Passive and Active Measurement
Assessing the effects of mobile OS design on single-step navigation and task performance
HCI International'13 Proceedings of the 15th international conference on Human Interface and the Management of Information: information and interaction for health, safety, mobility and complex environments - Volume Part II
Proceedings of the 17th ACM conference on Computer supported cooperative work & social computing
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In this paper we analyse different factors affecting players' perception and performance in multiplayer games. We introduce a mean opinion score metric borrowed from the subjective analysis of audio and video content to classify the player's perceived game quality. With a survey we investigated the player's view on network latency for a variety of games. Furthermore, we examine four different games under different network conditions and collect data on game score and subjective perception from every player. During the evaluation, we investigate the effect of latency and jitter on multiplayer games. We use regression analysis methods to identify coherences between delay, jitter, skill, game score, and the subjective impression of the player. Finally, we compare the results from the survey and the experiments.