2019
DOI: 10.1007/s00530-019-00615-x
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How to measure and model QoE for networked games?

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Cited by 16 publications
(9 citation statements)
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“…However, they did not mention about QoE modeling based on MOBA games. From other previous research works, there are several interesting works associated with QoE models, including objective-online game QoE models [ 37 , 39 , 42 , 47 ], but only the subjective QoE models are presented in Table 2 that can be briefly described as follows: Dwyer & Finn [ 15 ] performed a study to assess MOS of gameplay under the controlled conditions based on latency. They recruited 32 volunteers to play the game ‘Team Fortress 2’, before the analysis and modeling two MOS models associated with delay and jitter as shown in (1)–(2).…”
Section: Background and Related Workmentioning
confidence: 99%
“…However, they did not mention about QoE modeling based on MOBA games. From other previous research works, there are several interesting works associated with QoE models, including objective-online game QoE models [ 37 , 39 , 42 , 47 ], but only the subjective QoE models are presented in Table 2 that can be briefly described as follows: Dwyer & Finn [ 15 ] performed a study to assess MOS of gameplay under the controlled conditions based on latency. They recruited 32 volunteers to play the game ‘Team Fortress 2’, before the analysis and modeling two MOS models associated with delay and jitter as shown in (1)–(2).…”
Section: Background and Related Workmentioning
confidence: 99%
“…Jitter does not follow a uniformly random distribution across real-world networks and can be largely masked by packet reordering schemes; Qin et al showed that packet loss that fails to model burst loss might not be perceivable by users 26 . In our studies, we evaluate the effect of these “packet bursts” (also known as jerkiness 27 ). Our goal in evaluating packet bursts is to measure the effect of “lag,” a loosely defined term for the responsiveness of an application often used by gamers to quantify the QoS 28 .…”
Section: Methodsmentioning
confidence: 99%
“…We found through preliminary testing that uniformly distributed jitter poorly emulated real-world lag, particularly with packet order enforcement. Suzejevic et al incorporate a QoS measure of “jerkiness” which also includes a periodic slowdown by overloading the system with randomly spawned processes to freeze the application 27 . We take a more systematic approach by introducing this freezing mechanism at the network level, and we determined parameters for packet bursts that appeared to best emulate lag through preliminary testing.…”
Section: Methodsmentioning
confidence: 99%
“…The model for QoE prediction centering on MMORPGs [176], examines system, user, and context elements and assesses their influence on QoE. It also addresses certain methodological issues linked to assessing gaming QoE and delves deeper into a collection of quality metrics beyond MOS, like the percentages of users rating the gameplay scenario, and acceptance measures.…”
Section: Video Gamingmentioning
confidence: 99%