Please use this identifier to cite or link to this item: http://hdl.handle.net/1942/13047
Full metadata record
DC FieldValueLanguage
dc.contributor.authorBEZNOSYK, Anastasiia-
dc.contributor.authorQUAX, Peter-
dc.contributor.authorCONINX, Karin-
dc.contributor.authorLAMOTTE, Wim-
dc.date.accessioned2012-01-20T14:31:39Z-
dc.date.available2012-01-20T14:31:39Z-
dc.date.issued2011-
dc.identifier.citationProceedings of the 10th International Conference on Virtual Reality Continuum and Its Applications in Industry, p. 351-354-
dc.identifier.isbn978-1-4503-1060-4-
dc.identifier.urihttp://hdl.handle.net/1942/13047-
dc.description.abstractLike most applications deployed on the Internet, modern multiplayer games are subject to the impact of transmission delays and the variability thereof. These delays can be introduced either by the physical limitations of signal transmission speed or overload and queuing problems in intermediate nodes. The influence of this delay is far-reaching and impacts most interactive applications. More specifically, quantitative and qualitative studies have been conducted on competitive game genres, such as first person shooter and racing games. In contrast, this work investigates how network delay affects player experience in cooperative games, where players have to interact with shared objects and obstacles. In this game genre, one might expect an increased sensitivity to detrimental network factors due to the reliance on the (near-)perfect synchronization of actions between participants. In this paper, a series of consecutive user tests were carried out with one of the most recent games, Little Big Planet 2; which focuses primarily on the cooperative aspect. Analysis has shown that delays over 100 ms significantly decrease player performance and the way in which network quality is perceived. At the same time jitter negatively affects user performance, though players do not perceive this impairment as disturbing.-
dc.language.isoen-
dc.publisherACM-
dc.titleInfluence of Network Delay and Jitter on Cooperation in Multiplayer Games-
dc.typeProceedings Paper-
local.bibliographicCitation.conferencedate13-15 december 2011-
local.bibliographicCitation.conferencenameACM SIGGRAPH VRCAI 2011-
local.bibliographicCitation.conferenceplaceHong Kong-
dc.identifier.epage354-
dc.identifier.spage351-
local.bibliographicCitation.jcatC1-
local.publisher.placeNew York-
dc.relation.referencesDICK, M., WELLNITZ, O., AND WOLF, L. 2005. Analysis of factors affecting players’ performance and perception in multiplayer games. In Proceedings of 4th ACM SIGCOMM workshop on Network and system support for games, ACM, 1–7. GARAPATI, N., 2009. Delay impact on gaming experience for a first person shooter game, available at http://www.bth.se/. HEMMINGER, S. 2005. Network emulation with netem. QUAX, P., MONSIEURS, P., LAMOTTE, W., DE VLEESCHAUWER, D., AND DEGRANDE, N. 2004. Objective and subjective evaluation of the influence of small amounts of delay and jitter on a recent first person shooter game. In Proceedings of 3rd ACM SIGCOMM workshop on Network and system support for games, ACM, 152–156. STEED, A., AND OLIVEIRA, M. 2009. Networked Graphics: Building Networked Games and Virtual Environments. Morgan Kaufmann. Elsevier Science. STUCKEL, D., AND GUTWIN, C. 2008. The effects of local lag on tightly-coupled interaction in distributed groupware. In Proceedings of the 2008 ACM conference on Computer supported cooperative work, ACM, 447–456.-
local.type.refereedRefereed-
local.type.specifiedProceedings Paper-
dc.bibliographicCitation.oldjcatC2-
dc.identifier.doi10.1145/2087756.2087812-
local.bibliographicCitation.btitleProceedings of the 10th International Conference on Virtual Reality Continuum and Its Applications in Industry-
item.fullcitationBEZNOSYK, Anastasiia; QUAX, Peter; CONINX, Karin & LAMOTTE, Wim (2011) Influence of Network Delay and Jitter on Cooperation in Multiplayer Games. In: Proceedings of the 10th International Conference on Virtual Reality Continuum and Its Applications in Industry, p. 351-354.-
item.accessRightsOpen Access-
item.contributorBEZNOSYK, Anastasiia-
item.contributorQUAX, Peter-
item.contributorCONINX, Karin-
item.contributorLAMOTTE, Wim-
item.fulltextWith Fulltext-
Appears in Collections:Research publications
Files in This Item:
File Description SizeFormat 
delay jitter (short paper).pdfPeer-reviewed author version491.14 kBAdobe PDFView/Open
Show simple item record

SCOPUSTM   
Citations

10
checked on Sep 2, 2020

Page view(s)

66
checked on Sep 6, 2022

Download(s)

114
checked on Sep 6, 2022

Google ScholarTM

Check

Altmetric


Items in DSpace are protected by copyright, with all rights reserved, unless otherwise indicated.