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    Network Latency in On-Line Gaming: An Engineering or a Psychological Problem?


    Linehan, Conor, Roche, Bryan, McLoone, Seamus and Ward, Tomas E. (2006) Network Latency in On-Line Gaming: An Engineering or a Psychological Problem? In: CGAMES 2006 - 9th International Conference on Computer Games: AI, Animation, Mobile, Educational and Serious Games, Dublin Institute of Technology, Dublin, Ireland.

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    Abstract

    Ongoing research attempts to find engineering-based solutions to the problem of network latency in multiplayer computer games. However, few studies have been conducted to examine the end-users' experience of latency from a psychological perspective. The current study examines the roles of network latency and game complexity on the subjective experience of participants playing a specially designed computer game. Results suggest that participants prefer complex over simple games, regardless of the level of latency experienced. These findings suggest the possibility of a psychological solution to some of the negative effects of network latency. It is suggested that by manipulating Relational Complexity, it may be possible to maintain a satisfactory gaming experience in the presence of latency.
    Item Type: Conference or Workshop Item (Paper)
    Keywords: Networked Multiplayer Games; Latency; Playability;
    Academic Unit: Faculty of Science and Engineering > Electronic Engineering
    Item ID: 1284
    Depositing User: Dr Tomas Ward
    Date Deposited: 11 Mar 2009 15:04
    Refereed: Yes
    URI: https://mu.eprints-hosting.org/id/eprint/1284
    Use Licence: This item is available under a Creative Commons Attribution Non Commercial Share Alike Licence (CC BY-NC-SA). Details of this licence are available here

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