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An evaluation of the impact of game genre on user experience in cloud gaming

机译:评估游戏类型对云游戏中用户体验的影响

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摘要

Cloud gaming, in which the processing power of a datacenter-based infrastructure is utilized versus local resources, is a popular topic in research. This technology is successfully applied by vendors to enable low-end hardware to deliver a similar gameplay experience to state of the art consoles. Many works in literature have focused on the quantitative aspects of the technology (i.e. delay measurements, visual quality determination etc), but the qualitative factors have not received a similar systematic treatment. Games are typically classified in terms of their gameplay into a distinct category or genre, including action, puzzle, strategy and racing games. In this work, a qualitative comparison of these genres is presented based on a common testing methodology which combines both objective (based on physiological measurements) and subjective (based on user evaluation) approaches. While in normal networked games, only multiplayer experiences are subject to the detrimental effect of delay, the nature of cloud gaming may result in an impact on singleplayer experiences as well. Results from this analysis hint at the fact that there is a similarity in delay-sensitiveness over the different genres in both singleplayer cloud gaming setups and traditional networked multiplayer games. More in particular, results show that action-oriented games are more sensitive to network delay in both setups when compared to other genres.
机译:云游戏是研究中的热门话题,其中利用了基于数据中心的基础架构的处理能力而不是本地资源。供应商已成功应用了该技术,以使低端硬件能够为最新的游戏机提供类似的游戏体验。文献中的许多作品都集中在技术的定量方面(即延迟测量,视觉质量确定等),但是定性因素尚未得到类似的系统处理。通常,根据游戏玩法将游戏分为不同的类别或类型,包括动作,解谜,策略和赛车游戏。在这项工作中,将基于客观(基于生理测量)和主观(基于用户评估)方法的通用测试方法对这些类型进行定性比较。在正常的网络游戏中,只有多人游戏体验会受到延迟的不利影响,而云游戏的性质也可能会影响单人游戏体验。该分析的结果表明,在单人游戏云游戏设置和传统的网络多人游戏中,延迟敏感性与不同类型的游戏相似。更具体地说,结果表明,与其他类型的游戏相比,面向动作的游戏在两种设置中都对网络延迟更为敏感。

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