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) |
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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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