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The effect of latency on user performance in Warcraft III
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Source Network and System Support for Games archive
Proceedings of the 2nd workshop on Network and system support for games table of contents
Redwood City, California
Pages: 3 - 14  
Year of Publication: 2003
ISBN:1-58113-734-6
Authors
Nathan Sheldon  Worcester Polytechnic Institute, Worcester, MA
Eric Girard  Worcester Polytechnic Institute, Worcester, MA
Seth Borg  Worcester Polytechnic Institute, Worcester, MA
Mark Claypool  Worcester Polytechnic Institute, Worcester, MA
Emmanuel Agu  Worcester Polytechnic Institute, Worcester, MA
Sponsors
SIGCOMM: ACM Special Interest Group on Data Communication
SIGMULTIMEDIA: ACM Special Interest Group on Multimedia
Publisher
ACM  New York, NY, USA
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Downloads (6 Weeks): 17,   Downloads (12 Months): 151,   Citation Count: 36
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ABSTRACT

Latency on the Internet is a well-known problem for interactive applications. With the increase in interactive network games comes the increased importance of understanding the effects of latency on user performance. Classes of network games such as First Person Shooters (FPS) and Real Time Strategy (RTS) differ in their user interaction model and hence susceptibility to latency. While previous work has measured the effects of latency on FPS games, there has been no systematic investigation of the effects of latency on RTS games. In this work, we design and conduct user studies that measure the impact of latency on user performance in Warcraft III, a popular RTS game. As a foundation for the research, we separated typical Warcraft III user interactions into the basic components of explore, build and combat, and analyzed each individually. We find modest statistical correlations between user performance and latency for exploration, but very weak correlations for building and combat. Overall, the effect of even very high latency, while noticeable to users, has a negligible effect on the outcome of the game. We attribute this somewhat surprising result to the nature of RTS game-play that clearly favors strategy over the real-time aspects.


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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CITED BY  36
Collaborative Colleagues:
Nathan Sheldon: colleagues
Eric Girard: colleagues
Seth Borg: colleagues
Mark Claypool: colleagues
Emmanuel Agu: colleagues