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Cascading impact of lag on quality of experience in cooperative multiplayer games

Published: 04 December 2014 Publication History

Abstract

Playing online games should be fun. One of the primary causes of player frustration in online games is lag, or delay in exchange of game state data [1]--[8]. Current lag mitigation strategies are based on the assumption that a player's Quality of Experience (QoE) is influenced only by her own lag [9]--[12]. We systematically show that this assumption is incorrect, because in an online cooperative game the change in QoE of one player due to their lag can have a cascading effect on the QoE of the other players. Our results are obtained through a novel experimental framework based on previous QoE and online game research.
Understanding a player's QoE as a cascade function that includes other players' network conditions provides valuable information for designing cooperative online games. Based on our observations, we recommend changes to the current approach to lag mitigation in cooperative games. We argue that the primary objective of lag mitigation should not be to reduce the lag of all players. Instead the primary objective should be to reduce the lag of the most lagged player within each cooperative group.

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Cited By

View all
  • (2021)Lower is Better? The Effects of Local Latencies on Competitive First-Person Shooter Game PlayersProceedings of the 2021 CHI Conference on Human Factors in Computing Systems10.1145/3411764.3445245(1-12)Online publication date: 6-May-2021
  • (2019)Assisting Delay and Bandwidth Sensitive Applications in a Self-Driving NetworkProceedings of the 2019 Workshop on Network Meets AI & ML10.1145/3341216.3342215(64-69)Online publication date: 14-Aug-2019
  • (2019)How to measure and model QoE for networked games?Multimedia Systems10.1007/s00530-019-00615-x25:4(395-420)Online publication date: 1-Aug-2019
  • Show More Cited By

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NetGames '14: Proceedings of the 13th Annual Workshop on Network and Systems Support for Games
December 2014
84 pages

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  • NITech: Nagoya Institute of Technology

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Published: 04 December 2014

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View all
  • (2021)Lower is Better? The Effects of Local Latencies on Competitive First-Person Shooter Game PlayersProceedings of the 2021 CHI Conference on Human Factors in Computing Systems10.1145/3411764.3445245(1-12)Online publication date: 6-May-2021
  • (2019)Assisting Delay and Bandwidth Sensitive Applications in a Self-Driving NetworkProceedings of the 2019 Workshop on Network Meets AI & ML10.1145/3341216.3342215(64-69)Online publication date: 14-Aug-2019
  • (2019)How to measure and model QoE for networked games?Multimedia Systems10.1007/s00530-019-00615-x25:4(395-420)Online publication date: 1-Aug-2019
  • (2015)Cooperative group provisioning with latency guarantees in multi-cloud deploymentsACM SIGCOMM Computer Communication Review10.1145/2805789.280579145:3(4-11)Online publication date: 13-Jul-2015

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