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Understanding Gaming Experience in Mobile Multiplayer Online Battle Arena Games

Published: 12 June 2018 Publication History

Abstract

Online mobile game (OMG) is booming recently, which has driven user expectations for high-quality game service. Therefore, it is crucial for game operators to understand if and how system factors (i.e. network quality metrics such as delay and mobile phone's rendering performance such as frame rate) affect gaming experience and how to optimize resource allocation to improve it. This paper is a first step towards addressing these problems. Despite the rich literature on multimedia services and Quality of Experience (QoE) measurement, the understanding of gaming experience is limited because the game platform shifts from traditional PC end to the mobile end, which has yet to be explored in depth. Based on a large-scale dataset collected from Honour of Kings, the world's top grossing mobile game, we carry out elaborate studies to explore gaming experience from the aspects of user behavior and game quality. Our key findings are as follows. First, user behavior is mainly limited to the game logic itself, such as I of a game is restricted by game rules. Therefore, it cannot well represent gaming experience. Second, among all system factors, the biggest impact on game quality comes from network performance rather than the frame rate of device, which is different from the influence mode in PC games. Third, some context factors, such as AP/BaseStations used by mobile phones, can have an indirect but huge impact on gaming experience. Based on the above observations, we provide insights that can enhance OMG's system from the perspective of resource allocation and real-time gaming experience monitoring. To the best of our knowledge, we are the first to conduct large-scale measurement to study gaming experience of OMGs in the wild. We believe our study is not only crucial for the understanding of gaming experience, but also helpful for game operators to optimize their systems.

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cover image ACM Conferences
NOSSDAV '18: Proceedings of the 28th ACM SIGMM Workshop on Network and Operating Systems Support for Digital Audio and Video
June 2018
84 pages
ISBN:9781450357722
DOI:10.1145/3210445
Permission to make digital or hard copies of all or part of this work for personal or classroom use is granted without fee provided that copies are not made or distributed for profit or commercial advantage and that copies bear this notice and the full citation on the first page. Copyrights for components of this work owned by others than ACM must be honored. Abstracting with credit is permitted. To copy otherwise, or republish, to post on servers or to redistribute to lists, requires prior specific permission and/or a fee. Request permissions from [email protected]

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Publication History

Published: 12 June 2018

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Author Tags

  1. Network Measurement
  2. Online Mobile Games
  3. User Behavior
  4. User Experience

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  • Research-article
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MMSys '18
Sponsor:
MMSys '18: 9th ACM Multimedia Systems Conference
June 12 - 15, 2018
Amsterdam, Netherlands

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Overall Acceptance Rate 118 of 363 submissions, 33%

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  • (2024)Influence on QoE in Different Physical Environments for PUBG GameProceedings of International Conference on Artificial Intelligence and Communication Technologies (ICAICT 2023)10.1007/978-981-99-6956-2_30(339-350)Online publication date: 21-Mar-2024
  • (2023)Are sticky users less likely to lurk? Evidence from online reviewsBehaviour & Information Technology10.1080/0144929X.2023.219041543:5(811-830)Online publication date: 20-Mar-2023
  • (2023)A review on quality of experience (QoE) in cloud computingJournal of Reliable Intelligent Environments10.1007/s40860-023-00210-y10:2(107-121)Online publication date: 25-Jun-2023
  • (2022)An Analysis of Video Games Genre as Moral Educational Game2022 IEEE International Conference of Computer Science and Information Technology (ICOSNIKOM)10.1109/ICOSNIKOM56551.2022.10034917(1-7)Online publication date: 19-Oct-2022
  • (2022)Discuss Charm Factors of Mobile MOBA Games with Miryoku Engineering2022 8th International Conference on Control, Automation and Robotics (ICCAR)10.1109/ICCAR55106.2022.9782655(431-435)Online publication date: 8-Apr-2022
  • (2022)An Introduction to Online Video Game QoS and QoE Influencing FactorsIEEE Communications Surveys & Tutorials10.1109/COMST.2022.317725124:3(1894-1925)Online publication date: Nov-2023
  • (2022)QoE modeling for audiovisual associated with MOBA game using subjective approachMultimedia Tools and Applications10.1007/s11042-022-12807-181:26(37763-37779)Online publication date: 1-Nov-2022
  • (2020)Relay strategy in online mobile gamesAdjunct Proceedings of the 2020 ACM International Joint Conference on Pervasive and Ubiquitous Computing and Proceedings of the 2020 ACM International Symposium on Wearable Computers10.1145/3410530.3414595(605-615)Online publication date: 10-Sep-2020
  • (2020)FRAME-SDNProceedings of the 25th ACM Workshop on Packet Video10.1145/3386292.3397120(21-27)Online publication date: 10-Jun-2020
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