How to measure and model QoE for networked games? A case study of World of Warcraft (CROSBI ID 264642)
Prilog u časopisu | izvorni znanstveni rad | međunarodna recenzija
Podaci o odgovornosti
Sužnjević, Mirko ; Skorin-Kapov, Lea ; Čereković, Aleksandra ; Matijašević, Maja
engleski
How to measure and model QoE for networked games? A case study of World of Warcraft
In this paper, we investigate methodologies for modeling quality of experience (QoE) for networked video games, focusing on massively multiplayer online role-playing games (MMORPGs), and using Blizzard Entertainment’s World of Warcraft (WoW) as a case study. In two user studies, involving a total of 104 players, we investigate system, user, and context parameters and evaluate their impact on QoE and related quality features. We also discuss some methodological questions related to measuring gaming QoE, which can be used as guidelines for future gaming QoE studies. We further analyze a set of quality metrics "beyond MOS". Having evaluated different modeling techniques, we present and evaluate four linear statistical models and three (non-linear) machine learning models for estimating MMORPG QoE. Finally, we make our datasets available to the research community to foster further analysis and reproducibility of results.
Quality of experience ; QoE ; Networked games ; QoE assessment and modeling ; MMORPG ; Machine learning
Objavljen prvo online, svibanj 2019
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nije evidentirano
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Podaci o izdanju
25
2019.
395-420
objavljeno
0942-4962
1432-1882
doi.org/10.1007/s00530-019-00615-x
Povezanost rada
Elektrotehnika, Računarstvo