| Latency and player actions in online games |
| Full text |
Html
(25 KB),
Pdf
(120 KB)
|
Source
|
Communications of the ACM
archive
Volume 49 , Issue 11 (November 2006)
table of contents
Entertainment networking
SPECIAL ISSUE: Entertainment networking
table of contents
Pages: 40 - 45
Year of Publication: 2006
ISSN:0001-0782
|
|
Authors
|
|
| Publisher |
|
| Bibliometrics |
Downloads (6 Weeks): 23, Downloads (12 Months): 285, Citation Count: 14
|
|
|
ABSTRACT
Latency determines not only how players experience online gameplay but also how to design the games to mitigate its effects and meet player expectations.
REFERENCES
Note: OCR errors may be found in this Reference List extracted from the full text article. ACM has opted to expose the complete List rather than only correct and linked references.
 |
1
|
Tom Beigbeder , Rory Coughlan , Corey Lusher , John Plunkett , Emmanuel Agu , Mark Claypool, The effects of loss and latency on user performance in unreal tournament 2003®, Proceedings of 3rd ACM SIGCOMM workshop on Network and system support for games, August 30-30, 2004, Portland, Oregon, USA
[doi> 10.1145/1016540.1016556]
|
| |
2
|
Claypool, M., Claypool, K., and Damaa, F. The effects of frame rate and resolution on users playing first-person shooter games. In Proceedings of ACM/SPIE Multimedia Computing and Networking Conference (San Jose, CA, Jan.). International Society for Optical Engineering, 2006.
|
| |
3
|
Claypool, M. The effect of latency on user performance in real-time strategy games. Elsevier Computer Networks 49, 1 (Sept. 2005), 52--70.
|
 |
4
|
|
 |
5
|
|
 |
6
|
|
| |
7
|
Jaiswal, S., Iannaccone, G., Diot, C., Kurose, J., and Towsley, D. Inferring TCP connection characteristics through passive measurements. In Proceedings of IEEE Infocom (Hong Kong, China, Apr.). IEEE Computer Society, Piscataway, NJ, 2004.
|
 |
8
|
Tom Jehaes , Danny De Vleeschauwer , Toon Coppens , Bart Van Doorselaer , Eva Deckers , W. Naudts , K. Spruyt , R. Smets, Access network delay in networked games, Proceedings of the 2nd workshop on Network and system support for games, p.63-71, May 22-23, 2003, Redwood City, California
[doi> 10.1145/963900.963906]
|
 |
9
|
|
 |
10
|
|
CITED BY 14
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
Szabolcs Harcsik , Andreas Petlund , Carsten Griwodz , Pål Halvorsen, Latency evaluation of networking mechanisms for game traffic, Proceedings of the 6th ACM SIGCOMM workshop on Network and system support for games, p.129-134, September 19-20, 2007, Melbourne, Australia
|
|
|
|
|
|
|
|
|
|
Vlad Nae , Alexandru Iosup , Stefan Podlipnig , Radu Prodan , Dick Epema , Thomas Fahringer, Efficient management of data center resources for massively multiplayer online games, Proceedings of the 2008 ACM/IEEE conference on Supercomputing, November 15-21, 2008, Austin, Texas
|
REVIEW
"Guenter Haring : Reviewer"
The growth of broadband network use in the home has pushed the development of online games played over the Internet. The best-effort Internet is a challenge for the real-time interaction required for most online games. This paper discusses h
more...
|