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Stefan cel Mare
University of Suceava
Faculty of Electrical Engineering and
Computer Science
13, Universitatii Street
Suceava - 720229
ROMANIA

Print ISSN: 1582-7445
Online ISSN: 1844-7600
WorldCat: 643243560
doi: 10.4316/AECE


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A Game Assessment Metric for the Online Gamer

DENIEFFE, D., CARRIG, B., MARSHALL, D., PICOVICI, D.
 
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Download PDF pdficon (510 KB) | Citation | Downloads: 1,172 | Views: 3,832

Author keywords
subjective game quality assessment, objective game quality assessment, end-user opinion estimation

References keywords
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About this article
Date of Publication: 2007-11-03
Volume 7, Issue 2, Year 2007, On page(s): 3 - 6
ISSN: 1582-7445, e-ISSN: 1844-7600
Digital Object Identifier: 10.4316/AECE.2007.02001
Web of Science Accession Number: 000259903400001

Abstract
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This paper describes a new game assessment metric for the online gamer. The metric is based on a mathematical model currently used for network planning assessment. Beside the traditional network-based parameters such as delay, jitter and packet loss, new parameters based on online players' game experience/knowledge are introduced. The metric aims to estimate game quality as perceived by an online player. Measurements can be achieved in real-time or near real-time and could be useful to both online game players and game service providers. In order to validate and calibrate the proposed metric a subjective game quality assessment is also proposed. Two 5-point scales are introduced: a game-quality scale and a game playing-effort scale. The mean average of each scales termed, as Mean Opinion Score (MOS), will indicate the game quality (MOSGQE) and the playing-effort required (MOSGPE). The results obtained using subjective tests are divided in two parts. The first part is used during the development and calibration of the proposed objective algorithm. The second part is used to validate the proposed algorithm. The algorithm's performance can be measured using Pearson correlation between the subjective and objective MOSGQE scores.


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Cited-By CrossRef

[1] A Location–Time-Aware Factorization Machine Based on Fuzzy Set Theory for Game Perception, Xie, Xiaoxia, Jia, Zhenhong, Shi, Hongzhan, Zhu, Xianxing, Applied Sciences, ISSN 2076-3417, Issue 24, Volume 12, 2022.
Digital Object Identifier: 10.3390/app122412819
[CrossRef]

[2] Quality Evaluation Fuzzy Method of Automated Control Systems on the LMS Example, Abdygalievich, Abdymanapov Sarsengali, Barlybayev, Alibek, Amanzholovich, Kuzenbaev Batyrkhan, IEEE Access, ISSN 2169-3536, Issue , 2019.
Digital Object Identifier: 10.1109/ACCESS.2019.2943000
[CrossRef]

[3] How to measure and model QoE for networked games?, Suznjevic, Mirko, Skorin-Kapov, Lea, Cerekovic, Aleksandra, Matijasevic, Maja, Multimedia Systems, ISSN 0942-4962, Issue 4, Volume 25, 2019.
Digital Object Identifier: 10.1007/s00530-019-00615-x
[CrossRef]

[4] A Development of Quality Model for Online Games Based on ISO/IEC 25010, Wibawa, Ramadhan Cakra, Rochimah, Siti, Anggoro, Radityo, 2019 12th International Conference on Information & Communication Technology and System (ICTS), ISBN 978-1-7281-2133-8, 2019.
Digital Object Identifier: 10.1109/ICTS.2019.8850992
[CrossRef]

[5] The impact of user, system, and context factors on gaming QoE: A case study involving MMORPGs, Suznjevic, Mirko, Skorin-Kapov, Lea, Matijasevic, Maja, 2013 12th Annual Workshop on Network and Systems Support for Games (NetGames), ISBN 978-1-4799-2961-0, 2013.
Digital Object Identifier: 10.1109/NetGames.2013.6820606
[CrossRef]

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