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On The Battle between Online Gamers and Lags
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On The Battle between Online Gamers and Lags

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Although online games have been an important Internet activity today, players inevitably suffer from lag from time to time due to the Internet’s non-QoS-guaranteed architecture. Here by lag we refer …

Although online games have been an important Internet activity today, players inevitably suffer from lag from time to time due to the Internet’s non-QoS-guaranteed architecture. Here by lag we refer to the phenomena when a game fails to respond to user commands or update the screen in a timely fashion due to long system processing or network delays. Currently, little is known about how game players feel about lag and how they react when encountering lag during game play.

In this paper, we present an Internet survey that is designed to understand the following questions: 1) How do players perceive lag, 2) what do players think of the causes of lag, and 3) how do players react to lag. Our results show that game players often struggle with lag, because they are unable to identify the root cause. Therefore, they have to try any combination of possible solutions found on the Internet, blame game companies, or learn to cope. These findings manifest a strong demand for an automatic diagnostic tool that can identify the root cause of lag for gamers.

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  • 1. On The Battle between Lag and Online GamersPo-Han Tseng, Nai-Ching Wang, Ruei-Min Lin, and Kuan-Ta ChenInstitute of Information Science, Academia SinicaPresented by Yu-Chun Chang (National Taiwan University)2011/5/11 CQR 2011 / Yu-Chun Chang 1
  • 2. Outline• Introduction• Methodology• Survey results• Conclusion2011/5/11 CQR 2011 / Yu-Chun Chang 2
  • 3. Introduction (1/3)2011/5/11 CQR 2011 / Yu-Chun Chang 3Online game serverInternetLAG ?Player
  • 4. Introduction (2/3)• LAG– When a game fails to respond to users’ commands orupdate the screen in a timely fashion• We want to understand– How do players perceive lag?– What do players think of the causes of lag?– How do players react to lag?2011/5/11 CQR 2011 / Yu-Chun Chang 4
  • 5. Introduction (3/3)• Contribution– We design an Internet survey to know about how gameplayers feel about lag and how they react whenencountering lag during game play2011/5/11 CQR 2011 / Yu-Chun Chang 5
  • 6. Outline• Introduction• Methodology• Survey results• Conclusion2011/5/11 CQR 2011 / Yu-Chun Chang 6
  • 7. Methodology• Our questionnaire comprises four sections1) Player demographics (12 questions)2) Perceptions of lag (9 questions)3) Reactions to lag (7 questions)4) Solutions (5 questions)• Published on my3q.com– We also announced it on PTT.cc for 3 weeks– 229 respondents to the questionnaire2011/5/11 CQR 2011 / Yu-Chun Chang 7
  • 8. Outline• Introduction• Methodology• Survey results• Conclusion2011/5/11 CQR 2011 / Yu-Chun Chang 8
  • 9. 2011/5/11 CQR 2011 / Yu-Chun Chang 9I. Player DemographicsQ1: Age of players Q3-Q4: Game play experience
  • 10. 2011/5/11 CQR 2011 / Yu-Chun Chang 10I. Player DemographicsQ5: Preference of gamesWorld of Warcraft
  • 11. 2011/5/11 11I. Player DemographicsQ7: Game play timeQ6: Game playfrequency6 PM – 10 PM
  • 12. 2011/5/11 CQR 2011 / Yu-Chun Chang 12I. Player DemographicsQ9: Internet service provider adopted
  • 13. 2011/5/11 CQR 2011 / Yu-Chun Chang 13Q9: Host to gatewayaccess methodQ10: Gateway toInternet accessmethodI. Player Demographics
  • 14. 2011/5/11 CQR 2011 / Yu-Chun Chang 14Q12: Bandwidth of Internet accessI. Player Demographics
  • 15. 2011/5/11 CQR 2011 / Yu-Chun Chang 15II. Perceptions of LagQ13: Frequency of lagQ14: Significanceof lag
  • 16. CQR 2011 / Yu-Chun Chang 16Q16: Players’ intuitionabout root causesof lagQ15: Duration of lag1.3.1. Link bandwidth2. Game server3. User’s PC2.II. Perceptions of Lag
  • 17. 2011/5/11 CQR 2011 / Yu-Chun Chang 17II. Perceptions of LagQ17: To what degree do playersfeel lag is related to thetime of game play?Q18: To what degree do playersfeel lag is related to thenumber of avatars in thescreen?
  • 18. 2011/5/11 CQR 2011 / Yu-Chun Chang 18III. Reactions to LagQ15: Reactions to lag
  • 19. 2011/5/11 CQR 2011 / Yu-Chun Chang 19III. Reactions to LagQ23: Interval timebetween reattemptsQ27: To what degree doplayers think lag is themain cause to quit anonline game?
  • 20. 2011/5/11 CQR 2011 / Yu-Chun Chang 20III. Reactions to LagQ28: Where or to whom do players usuallycomplain about their lag problems?
  • 21. CQR 2011 / Yu-Chun Chang 21IV. Solutions to LagQ29: Strategies to solve lagNoneUpgrade access linkUpgrade PC
  • 22. 2011/5/11 CQR 2011 / Yu-Chun Chang 22IV. Solutions to LagQ29: How often do players adopt network toolsto detect the root cause of lag?
  • 23. 2011/5/11 CQR 2011 / Yu-Chun Chang 23IV. Solutions to LagQ31–Q32: What kind of tools do playersdemand to fight lag?
  • 24. Conclusions• We present an Internet survey to understand howplayers perceive of and react to lag• Our survey results show that players usually have nomeans to fight lag– They are looking for a diagnostic tool that can infer theroot cause of lag• Future work– Develop a diagnostic tool to detect the cause of lagbetween client and server2011/5/11 CQR 2011 / Yu-Chun Chang 24
  • 25. Thank you for your attention!2011/5/11 CQR 2011 / Yu-Chun Chang 25

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