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How sensitive are online gamers to network quality?
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Volume 49 ,  Issue 11  (November 2006) table of contents
Entertainment networking
SPECIAL ISSUE: Entertainment networking table of contents
Pages: 34 - 38  
Year of Publication: 2006
ISSN:0001-0782
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ACM  New York, NY, USA
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Downloads (6 Weeks): 18,   Downloads (12 Months): 282,   Citation Count: 1
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ABSTRACT

Game-playing time is strongly related to network QoS, helping determine user satisfaction and deliver better service quality to online gamers.


REFERENCES

Note: OCR errors may be found in this Reference List extracted from the full text article. ACM has opted to expose the complete List rather than only correct and linked references.

 
1
Armitage, G. An experimental estimation of latency sensitivity in multiplayer Quake 3. In Proceedings of the 11th IEEE International Conference on Networks (Sydney, Australia, Sept. 28--Oct. 1). IEEE Press, Piscataway, NJ, 2003.
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Chen, K.-T., Huang, P., Wang, G.-S., Huang, C.-Y., and Lei, C.-L. On the sensitivity of online game playing time to network QoS. In Proceedings of IEEE INFOCOM 2006 (Barcelona, Spain, Apr. 23--29). IEEE Press, Piscataway, NJ, 2006.
 
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4Gamer.net. Gametrics weekly Korea MMORPG population survey; www.4gamer.net/specials/gametrics/gametrics.shtml.
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Ila, S., Mizerski, D., and Lam, D. Comparing the effect of habit in the online game play of Australian and Indonesian gamers. In Proceedings of the Australia and New Zealand Marketing Association Conference 2003 (Adelaide, Australia, Dec. 1--3, 2003).
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Yee, N. The Daedalus Project; www.nickyee.com/daedalus.
 
11
Zander, S. and Armitage, G. Empirically measuring the QoS sensitivity of interactive online game players. In Proceedings of the Australian Telecommunications Networks and Applications Conference 2004 (Bondi Beach, Sydney, Australia, Dec. 8--10). ATNAC, Australia, 2004, 511--518.


Collaborative Colleagues:
Kuan-Ta Chen: colleagues
Polly Huang: colleagues
Chin-Laung Lei: colleagues