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Latency and player actions in online games
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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
Mark Claypool  Worcester Polytechnic Institute, Worcester, MA
Kajal Claypool  Oracle Corporation, Nashua, NH
Publisher
ACM  New York, NY, USA
Bibliometrics
Downloads (6 Weeks): 32,   Downloads (12 Months): 300,   Citation Count: 23
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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.

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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.
 
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Claypool, M. The effect of latency on user performance in real-time strategy games. Elsevier Computer Networks 49, 1 (Sept. 2005), 52--70.
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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.
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CITED BY  23


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...

Collaborative Colleagues:
Mark Claypool: colleagues
Kajal Claypool: colleagues