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Latency and player actions in online games

Published: 01 November 2006 Publication History

Abstract

Latency determines not only how players experience online gameplay but also how to design the games to mitigate its effects and meet player expectations.

References

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Cited By

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  • (2024)Musical instrument classifier for early childhood percussion instrumentsPLOS ONE10.1371/journal.pone.029988819:4(e0299888)Online publication date: 2-Apr-2024
  • (2024)How Changes in the Mean Latency, Jitter Amplitude, and Jitter Frequency Impact Target Acquisition PerformanceACM Transactions on Applied Perception10.1145/370198422:2(1-18)Online publication date: 25-Oct-2024
  • (2024)JitBright: towards Low-Latency Mobile Cloud Rendering through Jitter Buffer OptimizationProceedings of the 34th edition of the Workshop on Network and Operating System Support for Digital Audio and Video10.1145/3651863.3651881(36-42)Online publication date: 15-Apr-2024
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  1. Latency and player actions in online games

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                            Guenter Haring

                            The growth of broadband network use in the home has pushed the development of online games played over the Internet. The best-effort Internet is a challenge for the real-time interaction required for most online games. This paper discusses how player interactions are sensitive with regard to network latency. To this end, player actions in a game are categorized along two dimensions, precision and deadline, where precision is the accuracy required to complete an action successfully, and deadline is the time required to achieve the final outcome of the action. The precision and deadline requirements for a player action determine the effects of latency on that action. These requirements are also determined by the interaction model, and by the player's game perspective. The interaction model defines how a player interacts with the game world, whereas the game perspective defines how a player views the game world on a screen. The authors first discuss the categorization of player actions along those dimensions, in a very understandable way; nevertheless, more examples with different action types would have improved this part. In the second part of the paper, the authors present the quantitative results of a number of studies where the effect of latency on the performance for player actions was measured, using a network test bed for the careful control of network latency. The results show the influence of latency on player actions, depending on the interaction model and the game perspective. Results are presented in a graphical and descriptive way; unfortunately, the authors did not discuss or interpret the results. Aside from this drawback, this is a nice, well-written paper on a topic that is getting more and more important, from a theoretical as well as a practical point of view. Online Computing Reviews Service

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                            Published In

                            cover image Communications of the ACM
                            Communications of the ACM  Volume 49, Issue 11
                            Entertainment networking
                            November 2006
                            82 pages
                            ISSN:0001-0782
                            EISSN:1557-7317
                            DOI:10.1145/1167838
                            Issue’s Table of Contents
                            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: 01 November 2006
                            Published in CACM Volume 49, Issue 11

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                            Cited By

                            View all
                            • (2024)Musical instrument classifier for early childhood percussion instrumentsPLOS ONE10.1371/journal.pone.029988819:4(e0299888)Online publication date: 2-Apr-2024
                            • (2024)How Changes in the Mean Latency, Jitter Amplitude, and Jitter Frequency Impact Target Acquisition PerformanceACM Transactions on Applied Perception10.1145/370198422:2(1-18)Online publication date: 25-Oct-2024
                            • (2024)JitBright: towards Low-Latency Mobile Cloud Rendering through Jitter Buffer OptimizationProceedings of the 34th edition of the Workshop on Network and Operating System Support for Digital Audio and Video10.1145/3651863.3651881(36-42)Online publication date: 15-Apr-2024
                            • (2024)The Effects of Network Latency on the Peeker's Advantage in First-person Shooter GamesProceedings of the 19th International Conference on the Foundations of Digital Games10.1145/3649921.3650002(1-10)Online publication date: 21-May-2024
                            • (2024)Exploring the Facets of the Multiplayer VR Gaming ExperienceACM Transactions on Multimedia Computing, Communications, and Applications10.1145/364989720:9(1-24)Online publication date: 16-Aug-2024
                            • (2024)Improving Resource and Energy Efficiency for Cloud 3D through Excessive Rendering ReductionProceedings of the Nineteenth European Conference on Computer Systems10.1145/3627703.3650064(317-332)Online publication date: 22-Apr-2024
                            • (2024)The Metaverse: Challenges and Opportunities for AI to Shape the Virtual Future2024 IEEE/ACIS 27th International Conference on Software Engineering, Artificial Intelligence, Networking and Parallel/Distributed Computing (SNPD)10.1109/SNPD61259.2024.10673922(31-38)Online publication date: 5-Jul-2024
                            • (2024)Online Task Admission and Resource Allocation in Edge Computing-Based Cloud GamingAI Methods and Applications in 3D Technologies10.1007/978-981-97-2144-3_6(79-92)Online publication date: 1-Sep-2024
                            • (2024)Edge Resource Provisioning5G Edge Computing10.1007/978-981-97-0213-8_7(133-150)Online publication date: 3-Jan-2024
                            • (2023)Class Model for Mobile Game ArchitectureDesigning and Developing Innovative Mobile Applications10.4018/978-1-6684-8582-8.ch012(216-231)Online publication date: 30-Jun-2023
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