Publication | Closed Access
An Evaluation of QoE in Cloud Gaming Based on Subjective Tests
214
Citations
4
References
2011
Year
Unknown Venue
Game AiEngineeringOnline GamesVernacular Game-makingCloud GamingEdge ComputingSubjective TestsOnline GamingCloud ComputingVirtual RealityUser ExperienceGame AnalyticsQoe AssessmentPervasive GameGamesArtsGame DesignPlayer Experience
Cloud Gaming delivers the entire game experience remotely from a data center, enabling users to play on common devices with only a broadband connection, reducing hardware costs but raising bandwidth and latency challenges that affect service quality. The study aims to evaluate user‑perceived quality of experience (QoE) in Cloud Gaming through a subjective user study. We designed a measurement environment that emulates Cloud Gaming, defined user tests to assess QoE, and derived key influence factors (KFI) and content‑perception influences from the results. The subjective study revealed the user‑perceived QoE outcomes for Cloud Gaming, highlighting the impact of bandwidth and latency on perceived quality.
Cloud Gaming is a new kind of service, which combines the successful concepts of Cloud Computing and Online Gaming. It provides the entire game experience to the users remotely from a data center. The player is no longer dependent on a specific type or quality of gaming hardware, but is able to use common devices. The end device only needs a broadband internet connection and the ability to display High Definition (HD) video. While this may reduce hardware costs for users and increase the revenue for developers by leaving out the retail chain, it also raises new challenges for service quality in terms of bandwidth and latency for the underlying network. In this paper we present the results of a subjective user study we conducted into the user-perceived quality of experience (QoE)in Cloud Gaming. We design a measurement environment, that emulates this new type of service, define tests for users to assess the QoE, derive Key Influence Factors (KFI) and influences of content and perception from our results.
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