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Proceedings of the 9th Annual Workshop on Network and Systems Support for Games
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Proceedings of the 4th International Conference on Cognitive Radio and Advanced Spectrum Management
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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.