Proceedings of the 28th ACM SIGMM Workshop on Network and Operating Systems Support for Digital Audio and Video 2018
DOI: 10.1145/3210445.3210450
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Understanding Gaming Experience in Mobile Multiplayer Online Battle Arena Games

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Cited by 13 publications
(5 citation statements)
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“…For playing online games, particularly real-time multiplayer games, mobile phone’s rendering efficiency (e.g., frame rate) and a high level of synchronism are required [ 30 , 33 ]. Furthermore, it requires good network performance, otherwise network parameters (e.g., packet loss, latency or delay and jitter) impact the perception and response of game players.…”
Section: Introductionmentioning
confidence: 99%
See 1 more Smart Citation
“…For playing online games, particularly real-time multiplayer games, mobile phone’s rendering efficiency (e.g., frame rate) and a high level of synchronism are required [ 30 , 33 ]. Furthermore, it requires good network performance, otherwise network parameters (e.g., packet loss, latency or delay and jitter) impact the perception and response of game players.…”
Section: Introductionmentioning
confidence: 99%
“…Consequently, perceived audio quality and video quality, called audiovisual quality, might be degraded, while playing online games with poor network quality. Therefore, this is very important for online game operators and/or service providers to understand how those factors affect gaming experience of game players [ 30 ]. One of the methods to understand the game players from each of their ‘point of view’ is using the Quality of Experience (QoE) metric, which can be applied for audiovisual quality measurement.…”
Section: Introductionmentioning
confidence: 99%
“…The authors of [52] categorized player actions and their relationship to latency with special regards for the precision and deadlines of actions. In the genre of Multiplayer Online Battle Arenas (MOBAs), [197], [219] measured the effects of lag on the player's ability to hit targets in League of Legends. The authors of [220], [221] investigated lag in DOTA 2 using a novel crowdsourcing approach.…”
Section: A Delay Investigationsmentioning
confidence: 99%
“…Pemain yang memiliki koneksi yang baik kendati tidak memiliki kemampuan tehnis bermain video game bisa mengalami kepuasan dan pengalaman bermain yang baik. Namun pada penelitian tersebut tidak bisa menjawab bagaimana perilaku pengguna bisa menjadi parameter yang bisa digunakan untuk mengukur kepuasan bermain [12].…”
Section: Tinjauan Pustakaunclassified