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Gaming Quality of Experience

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Quality of Experience Modeling for Cloud Gaming Services

Part of the book series: T-Labs Series in Telecommunication Services ((TLABS))

Abstract

The goal of this book is to develop a QoE model in the context of cloud gaming services. In this chapter, the background information that is necessary to understand the decisions that are made in each step of the model development is provided. Thus, this chapter starts with an introduction about the cloud gaming technology. Next, the concepts of quality and Quality of Experience are defined. The chapter continues with a short introduction to a gaming QoE taxonomy and relevant influencing factors on cloud gaming quality. Later, the methodology to conduct subjective experiments to assess gaming QoE is described. Finally, the section ends with a short overview of efforts towards the development of gaming quality models in the literature.

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Notes

  1. 1.

    OnLive was one of the most the popular cloud gaming service between 2012 to 2015 when it was shut down and most of the assets were sold to Sony Computer Entertainment.

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Zadtootaghaj, S. (2022). Gaming Quality of Experience. In: Quality of Experience Modeling for Cloud Gaming Services. T-Labs Series in Telecommunication Services. Springer, Cham. https://doi.org/10.1007/978-3-030-98249-2_2

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  • DOI: https://doi.org/10.1007/978-3-030-98249-2_2

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