Predicting the perceived quality of a first person shooter: the Quake IV G-model

  • Authors:
  • A. F. Wattimena;R. E. Kooij;J. M. van Vugt;O. K. Ahmed

  • Affiliations:
  • TNO Information and Communication Technology, GB Delft, The Netherlands and Vrije Universiteit, Amsterdam, The Netherlands;TNO Information and Communication Technology, GB Delft, The Netherlands and Delft University of Technology, CD Delft, The Netherlands;TNO Information and Communication Technology, GB Delft, The Netherlands;TNO Information and Communication Technology, GB Delft, The Netherlands

  • Venue:
  • NetGames '06 Proceedings of 5th ACM SIGCOMM workshop on Network and system support for games
  • Year:
  • 2006

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Abstract

This paper describes the development of an end-to-end quality measurement method that allows us to quantify the perceived quality of Interactive Gaming, with an emphasis on the so-called First Person Shooter (FPS) game Quake IV. We conducted a number of subjective experiments to quantify the impact of network parameters on the perceived quality of this recent FPS game. Making use of a multi-dimensional regression analysis we developed the Quake IV G-model which enables us to predict a gamer's Quake IV quality rating (expressed in a Mean Opinion Score) based on measured ping and jitter values. Our G-model shows a very high correlation (R = 0.98) with the subjective data.