Network latency imposes a major hinderance on the responsiveness and consistency of a Multi-Player Online Game (MPOG). In past decades, several network topologies and latency handling solutions have been proposed and adopted in a variety of MPOGs. Another issue closely related to latency is jitter, which is caused by the variation of latency. Most of the existing MPOGs adopt a simplistic approach to tackling jitter: when one's varying latency exceeds a threshold, one will be forced to leave the game; otherwise latency is treated constant or estimated from historical data. However, forcing a player to quit in the middle of a game simply because of a spike of unusual lengthy latency has a significant negative impact on both the fairness of th...
This paper quantitively evaluates the relevance of network jitter on player satisfaction and perform...
The number of users attracted and engaged in a system dictates the value of the system itself. In ga...
Abstract—Playing online games should be fun. One of the primary causes of player frustration in onli...
Network latency imposes a major hinderance on the responsiveness and consistency of a Multi-Player O...
Online games are a very important class of distributed interactive applications. Their success is he...
Online games are a very important class of distributed interactive applications. Their success is he...
Online gaming is rapidly growing as an entertainment choice, as it provides players with a high vari...
The astonishing increase of the Internet diffusion has provided global connectivity proficient at de...
In online multiplayer shooting games, a long network delay can adversely impact player performance b...
Abstract—Understanding the impact of network conditions on player satisfaction, which is one of the ...
The astonishing increase in the spread of the Internet has given rise to a globally connected commun...
In today's gaming world, a player expects the same play experience whether playing on a local networ...
In almost all multiplayer network games, dead-reckoning (DR) is used to predict the movements of gam...
Context. In multiplayer games, player information takes time to reach other players because of netwo...
Two of the primary factors in the development of networked multiplayer computer games are network la...
This paper quantitively evaluates the relevance of network jitter on player satisfaction and perform...
The number of users attracted and engaged in a system dictates the value of the system itself. In ga...
Abstract—Playing online games should be fun. One of the primary causes of player frustration in onli...
Network latency imposes a major hinderance on the responsiveness and consistency of a Multi-Player O...
Online games are a very important class of distributed interactive applications. Their success is he...
Online games are a very important class of distributed interactive applications. Their success is he...
Online gaming is rapidly growing as an entertainment choice, as it provides players with a high vari...
The astonishing increase of the Internet diffusion has provided global connectivity proficient at de...
In online multiplayer shooting games, a long network delay can adversely impact player performance b...
Abstract—Understanding the impact of network conditions on player satisfaction, which is one of the ...
The astonishing increase in the spread of the Internet has given rise to a globally connected commun...
In today's gaming world, a player expects the same play experience whether playing on a local networ...
In almost all multiplayer network games, dead-reckoning (DR) is used to predict the movements of gam...
Context. In multiplayer games, player information takes time to reach other players because of netwo...
Two of the primary factors in the development of networked multiplayer computer games are network la...
This paper quantitively evaluates the relevance of network jitter on player satisfaction and perform...
The number of users attracted and engaged in a system dictates the value of the system itself. In ga...
Abstract—Playing online games should be fun. One of the primary causes of player frustration in onli...