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Networked games: a QoS-sensitive application for QoS-insensitive users?

Published: 25 August 2003 Publication History

Abstract

Research into providing different levels of network Quality of Service (QoS) often assumes that there is a large market for QoS-sensitive applications that will be fulfilled once QoS-enabled networks have been deployed. Multiplayer networked games are an example of such an application that requires QoS, and hence will only become popular if QoS is made widely available. The prima facie evidence, however, is that games are already popular, in spite of the existing QoS-free best-effort Internet.Networked games may have become popular despite the lack of QoS because players "make do" with what is available to them. Such popularity is a double-edged sword. It may mean that there is a demand, as yet unfulfilled, from game players for QoS-enabled networks. On the other hand, it may mean that players have become accustomed to playing games without QoS, and therefore might be less willing to pay for higher QoS when it does eventually become available.In this paper we present the results of a short experiment to examine the QoS tolerances of game players. We use a set of popular First Person Shooter (FPS) game servers that are publicly available to Internet users at large. By systematically altering the network latency to the servers, we attempt to study whether degraded QoS (in the form of higher network delay) affects a user's decision to participate in the game.We find that increased network delay has an effect on a user's decision to join a game server. It appears, however, that there is no significant difference in the number of players who leave the game as a result of increased delay. We speculate that this may be due to a user's enjoyment exceeding their QoS-sensitivity, and discuss the implications of our findings with respect to providing and charging for QoS.

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    cover image ACM Conferences
    RIPQoS '03: Proceedings of the ACM SIGCOMM workshop on Revisiting IP QoS: What have we learned, why do we care?
    August 2003
    56 pages
    ISBN:1581137486
    DOI:10.1145/944592
    Permission to make digital or hard copies of all or part of this work for personal or classroom use is granted without fee provided that copies are not made or distributed for profit or commercial advantage and that copies bear this notice and the full citation on the first page. Copyrights for components of this work owned by others than ACM must be honored. Abstracting with credit is permitted. To copy otherwise, or republish, to post on servers or to redistribute to lists, requires prior specific permission and/or a fee. Request permissions from [email protected]

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    Published: 25 August 2003

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    August 25 - 27, 2003
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    • (2019)Looking Into Online Gaming From Measurement Perspective2019 IEEE International Conference on Service-Oriented System Engineering (SOSE)10.1109/SOSE.2019.00035(203-2035)Online publication date: Apr-2019
    • (2019)Challenges in Assessing Network Latency Impact on QoE and In-Game Performance in VR First Person Shooter Games2019 15th International Conference on Telecommunications (ConTEL)10.1109/ConTEL.2019.8848531(1-8)Online publication date: Jul-2019
    • (2018)Design Challenges for Livestreamed Audience Participation GamesProceedings of the 2018 Annual Symposium on Computer-Human Interaction in Play10.1145/3242671.3242708(187-199)Online publication date: 23-Oct-2018
    • (2018)Evaluation of the Motion-Aware Adaptive Dead Reckoning Technique under Different Network Latencies Applied in Multiplayer Games2018 17th Brazilian Symposium on Computer Games and Digital Entertainment (SBGames)10.1109/SBGAMES.2018.00025(137-13709)Online publication date: Oct-2018
    • (2018)Janus: A Generic QoS Framework for Software-as-a-Service Applications2018 IEEE International Conference on Cluster Computing (CLUSTER)10.1109/CLUSTER.2018.00018(55-65)Online publication date: Sep-2018
    • (2018)The impact on player experience in augmented reality outdoor games of different noise modelsEntertainment Computing10.1016/j.entcom.2018.04.00627(137-149)Online publication date: Aug-2018
    • (2016)A 2-Approximation Algorithm for Scheduling Parallel and Time-Sensitive Applications to Maximize Total Accrued Utility ValueIEEE Transactions on Parallel and Distributed Systems10.1109/TPDS.2015.247436027:7(1864-1878)Online publication date: 1-Jul-2016
    • (2016)QoE and Latency Issues in Networked GamesHandbook of Digital Games and Entertainment Technologies10.1007/978-981-4560-50-4_23(509-544)Online publication date: 10-Aug-2016
    • (2015)QoE and Latency Issues in Networked GamesHandbook of Digital Games and Entertainment Technologies10.1007/978-981-4560-52-8_23-1(1-36)Online publication date: 22-Aug-2015
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