Title
On the objective evaluation of real-time networked games
Abstract
With the recent evolution of network-based multiplayer games and the increasing popularity of online games demanding strict real-time interaction among players - like First Person Shooter (FPS) -, game providers face the problem to correlate network conditions with quality of gaming experience. This paper addresses the problem of the estimation gameplay quality during real-time games; in particular, we focus on FPS ones. Current literature usually considers end-to-end delay as the only important parameter and deducts system performance indexes from graphical ones. Player satisfaction, on the other hand, is usually evaluated in a subjective way: asking the player, or measuring how long he/she stays connected. In this paper we use a testbed with synthetic players (bots) to directly correlate network end-to-end delay and jitter with expected players' satisfaction. Running extensive experiments we argue about effective in-game performances degradation of penalized players. Performances are measured in terms of score and number of actions - kills, actually - performed per minute.
Year
DOI
Venue
2009
10.1109/GLOCOM.2009.5426032
GLOBECOM
Keywords
Field
DocType
penalized player,expected player,estimation gameplay quality,real-time networked game,objective evaluation,effective in-game performances degradation,player satisfaction,network condition,real-time game,end-to-end delay,strict real-time interaction,network end-to-end delay,real time,system performance,jitter,real time systems,degradation,performance index,indexation,end to end delay,engines,servers,games
End-to-end delay,Performance index,Computer science,Popularity,Server,Computer network,Testbed,Real-time computing,Jitter,Network conditions
Conference
ISSN
Citations 
PageRank 
1930-529X
12
0.69
References 
Authors
9
4
Name
Order
Citations
PageRank
Arnaud Kaiser1204.34
Dario Maggiorini229042.50
Nadjib Achir313122.92
Khaled Boussetta419327.71