The recently published ITU-T Recommendation G1.032 proposes a list of factors that may influence cloud and online gaming Quality of Experience (QoE). This paper provides two practical evaluations of proposed system and context influence factors: First, it investigates through an online survey (n=488) the popularity of platforms, preferred ways of distribution, and motivational aspects including subjective valuations of characteristics offered by today's prevalent gaming platforms. Second, the paper evaluates a large dataset of objective metrics for various gaming platforms: game lists, playthrough lengths, prices, etc., and contrasts these metrics against the gamers' opinions. The combined data-driven approach presented in this paper comp...
The purpose of this study is to identify and categorize the perceptions of young adults before we al...
The development and validation of tools and measurements for gaming experiences is an ongoing challe...
This study sought to examine how measures of player experience used in videogame research relate to ...
The recently published ITU-T Recommendation G1.032 proposes a list of factors that may influence c...
In this paper, we present a method to measure gaming QoE under typically considered system influence...
This paper reports on activities in Study Group 12 of the International Telecommunication Union (ITU...
Objective: The aim of this study was to develop and psychometrically validate a new instrument that ...
Using subjective testing, we study the effect of the network parameters, delay and packet loss ratio...
Click on the DOI link to access the article (may not be free).Objective: The aim of this study was t...
The video game market is one of the most important in the entertainment industry and is intrinsicall...
Some online games are prosperous and have attracted a large number of players, while others cannot s...
Dissertation presented as partial requirement for obtaining the Master’s degree in Information Mana...
Emerging technologies offer new ways of using entertainment technology to foster interactions betwee...
HIGHLIGHTS • Popular measures of videogame player experience typically have not been empirically val...
This study focuses on examining the Online Game User Experience (UX) and the antecedents influencing...
The purpose of this study is to identify and categorize the perceptions of young adults before we al...
The development and validation of tools and measurements for gaming experiences is an ongoing challe...
This study sought to examine how measures of player experience used in videogame research relate to ...
The recently published ITU-T Recommendation G1.032 proposes a list of factors that may influence c...
In this paper, we present a method to measure gaming QoE under typically considered system influence...
This paper reports on activities in Study Group 12 of the International Telecommunication Union (ITU...
Objective: The aim of this study was to develop and psychometrically validate a new instrument that ...
Using subjective testing, we study the effect of the network parameters, delay and packet loss ratio...
Click on the DOI link to access the article (may not be free).Objective: The aim of this study was t...
The video game market is one of the most important in the entertainment industry and is intrinsicall...
Some online games are prosperous and have attracted a large number of players, while others cannot s...
Dissertation presented as partial requirement for obtaining the Master’s degree in Information Mana...
Emerging technologies offer new ways of using entertainment technology to foster interactions betwee...
HIGHLIGHTS • Popular measures of videogame player experience typically have not been empirically val...
This study focuses on examining the Online Game User Experience (UX) and the antecedents influencing...
The purpose of this study is to identify and categorize the perceptions of young adults before we al...
The development and validation of tools and measurements for gaming experiences is an ongoing challe...
This study sought to examine how measures of player experience used in videogame research relate to ...