Quality of experience (QoE) assessment of games on workstations and mobile
Introduction
The video gaming trend is growing rapidly, as the Newzoo market report asserts, the earnings of the global game will climb to $137.9 billion in 2018 and will reach $180 billion in 2021 [1]. With the broadband Internet and high-quality mobile phones becoming widespread, one of the key factors in the growth of games has been online web and app play. Users can play video gaming on their desktop and laptops using online web browsers or desktop gaming apps. Unlike mobile phones, desktops have better screen size and most screens support 4 K HD quality. According to market intelligence company Newzoo, 2019 will see mobile (and tablet) gaming generating more revenue than all other types of gaming such as console, PC and combined, etc.
Mobile usage is higher than desktop as people can access mobile anywhere at any time. Mobile users can play the game on their mobile online browsers or by downloading and installing video gaming apps [2]. Users play online games using a web interface on their desktop, laptop or mobile devices [3]. Browers-based games could be played using a web browser via HTML and HTML scripting technologies (most commonly JavaScript, ASP, PHP, and MySQL). For more complicated multiplayer interactive games, a recent trend in browser-based games is to use web technologies like Ajax to make this complicated interaction happen and WebGL to generate hardware-accelerated 3D graphics without the need for plugins.
In past, games on client-server model, required the purchasing and maintenance of dedicated on-premises or co-located servers to run the online infrastructure, something only large studios and publishers could afford. With today's cloud-based computer resources, game developers and publishers of any size can request and receive any resources on demand, helping to avoid costly up-front monetary outlays and the dangers of over or under provisioning hardware [4].
Online games use the cloud to stream games, and they did not require a high processing unit for rendering games and storage media, different emulators to install and play the game [5], [6], [7]. However, cloud rendered online games require high-speed networks, low configured systems with keyboard and screen to play the game [8], [9]. Cloud servers offer platform independent games so the user can play the same game using any device, anywhere in the world. Asian countries, especially China generate the biggest revenues from video gaming and are considered global gaming market leaders. Statista’s 2017 findings say Tencent Holdings, the Chinese entertainment giant, earned $15.6 billion from its online games, while Blizzard Entertainment, the US-based game development company, boasted only $2.13 billion in net profit [10].
Gaming is popular in China, and big gaming centers (café) are developed where a high processing unit with networking is used for playing online, single and multiplayer games as shown in Fig. 1. Mobile gaming provides mobility and plays games during the travel or anywhere by using apps and 3/4G network connections are shown in Fig. 2.
Many QoE frameworks were developed to measure and offer gaming services according to user needs but still, it is a big problem for gaming service providers to fulfill user requirements and delivery of quality of service (QoS) [11], [12], [13]. QoE based commercial video streaming cloud gaming platforms were proposed to provide QoS of games according to the user such as GaiKai [14], Ubitus [15] and OnLive [16] and GamingAnyWhere is open, cross-platform, efficient and modularized [17]. The game subjective/objective QoE assessment experiments were conducted by several researchers using different parameters such as peak signal to noise ratio (PSNR), video codes, Video Quality & RTT and Network level QoS and Application QoS [18], [19], [20], [21], [22]. Online gaming service providers compress the game visual data to provide QoS on slow networks, provide mobility to mobile users compare to PC based gaming but this does not work.
QoE is defined as “a blueprint of all human subjective and objective quality needs and experiences arising from the interaction of a person with technology and with business entities in a particular context” [23]. The QoE methods are used for capturing user opinion about video quality, video streaming and network services and products [24], [25]. The QoE can be captured by using subjective and objective approaches [26]. The game playing experience is hugely impacted by the key quality of experience (QoE) factors of visual quality and screen size. However, limited research has been done from the quality of experience perspective to understand the impact of these two factors on an online web gaming on PC and mobile phones versus emulator/app on PC and mobile phones.
The main contribution of this paper is to study and explore:
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Gaming quality of experience offered by PC based online and app games versus Mobile based online and mobile app games using key QoE factors of visual (video) quality and display size satisfaction.
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Gaming experience between PC online web gaming experiences versus PC app experience based on QoE factors.
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Gaming experience Mobile online web gaming experience versus Mobile app experience QoE.
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We gathered data on two different video games: Need for speed underground 2 and Subway surfers, the purpose of using two different games with the difference in genre and type is to get more data about the user experience on different parameters, which provide more detailed information on user perception and satisfaction.
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The QoE subjective experiments using mean opinion score surveys were conducted to capture user’s feedback.
Our paper is organized as follows. Section 2 based on the related work of previous QoE research on games, Section 3 provides details of experiment design for QoE assessment. Results and discussion are provided in Section 4 and finally, in Section 5 we conclude our work.
Section snippets
Related work
QoE of games was investigated by several researchers to assess the satisfaction level and user needs about the delivery of game services from the cloud to the client. The significance of the frame rate in a game was analyzed by Metzger et al. [27]. Only one game was considered for the QoE assessment experiment instead of multiple games, so their research data did not provide information on user QoE variety. Previous literature did not provide information that the video frame rate has a high
QoE assessment experiment
To collect QoE of users for game playing via PC and mobile, we performed several experiments to assess the QoE of the user and asked users to play and perceive the experience in the context of visual (video) quality and display size satisfaction. Two popular games were selected “Need for Speed Underground II” and “Subway Surfers” having a different type such as sport and puzzle, genre, size, texture, and objects in the scene [32], [33], [34]. The Need for Speed Underground II was first released
Results and analysis - PC online gaming experience versus PC app gaming experience:
User ratings in Table 1 and results show in Fig. 7 for Need for Speed Underground II games for PC based and online have a slight difference in visual quality and display size satisfaction. Fig. 3 shows that PC online has worst visual quality compare to Fig. 4 PC app because video (graphics) of online games are compressed to transfer data from cloud to client via slow network to avoid delay/buffer situations, so users assign ratings which below the fair category of MOS scale [42], [43]. The
Conclusion
In this paper, we conduct QoE assessment experiments on two games, such as Need for Speed Underground II and Subway Surfers, which were played from online sources as well as PC/mobile apps. The results show that the user likes to play games on the big screen as compared to the low size mobile screen display. The users give high ratings to visual quality when games were played from apps as compare to online cloud/servers because games data was compressed by cloud/server for transfer on
Declaration of Competing Interest
The authors declare that they have no known competing financial interests or personal relationships that could have appeared to influence the work reported in this paper.
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