Network game traffic modelling
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
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?
The effect of latency on user performance in Warcraft III
NetGames '03 Proceedings of the 2nd workshop on Network and system support for games
A fair message exchange framework for distributed multi-player games
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
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
Proceedings of the 2004 ACM SIGCHI International Conference on Advances in computer entertainment technology
FILA in gameland, a holistic approach to a problem of many dimensions
Computers in Entertainment (CIE) - 3rd anniversary issue
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
Latency equalization: a programmable routing service primitive
Proceedings of the ACM workshop on Programmable routers for extensible services of tomorrow
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
Networked Graphics: Building Networked Games and Virtual Environments
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
Latency equalization as a new network service primitive
IEEE/ACM Transactions on Networking (TON)
GamingAnywhere: an open cloud gaming system
Proceedings of the 4th ACM Multimedia Systems Conference
GamingAnywhere: The first open source cloud gaming system
ACM Transactions on Multimedia Computing, Communications, and Applications (TOMCCAP) - Special issue of best papers of ACM MMSys 2013 and ACM NOSSDAV 2013
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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Over the past few years, the prominence of multiplayer network gaming has increased dramatically in the Internet. The effect of network delay (lag) on multiplayer network gaming has been studied before. Players with higher delays (whether due to slower connections, congestion or a larger distance to the server) are at a clear disadvantage relative to players with low delay. In this paper we evaluate whether eliminating the delay differences will provide a fairer solution whilst maintaining good gameplay. We have designed and implemented an application that can be used with existing network games to equalize the delay differences. To evaluate the effectiveness of the approach we use a novel method involving computer players (bots) instead of human players. This method provides some advantages over difficult and time-consuming human usability trials. We show that bots experience similar unfairness problems as humans and demonstrate that the application we have developed significantly improves fairness.