Abstract
Distributed gaming enables access to interactive media from devices based on different platforms. It facilitates users to enjoy video games in various environments without the need for using a single device or operating system. Understanding the potential and limitations of such gaming-on-demand systems is key for their adoption and further growth in public places. This paper presents an in-depth, quantitative study performed with the Games@Large (GaL) distributed-gaming system and its potential users at an Internet café in Genoa, Italy. The approach of the study was multilevel, covering the player experience and user acceptance aspects as well as technical performance peculiarities. Results show that the GaL system has a high potential at Internet cafes, in particular when playing a casual genre game. Furthermore, results provide recommendations for deploying such systems in terms of social setting and technical aspects. The methodology and findings of the GaL system tests can be applied to similar game streaming systems and used as input for theories on social digital game play.
- Beigbeder, T., Coughlan, R., Lusher, C., Plunkett, J., Agu, E., and Claypool, M. 2004. The effects of loss and latency on user performance in unreal tournament 2003. In Proceedings of the 3rd ACM SIGCOMM Workshop on Network and System Support for Games (NetGames'04). ACM, New York, NY, 144--151. Google ScholarDigital Library
- Claypool, K. and Claypool, M. 2007. On frame rate and player performance in first person shooter games. Multimedia Syst. 13, 1, 3--17.Google ScholarDigital Library
- de Kort, Y. A. W. and IJsselsteijn, W. A. 2008. People, places and play: A research framework for digital game experience in a socio-spatial context. ACM Comput. Entertain. 6, 2, Article 18. Google ScholarDigital Library
- de Kort, Y. A. W., IJsselsteijn, W. A., and Poels, K. 2007. Digital games as social presence technology: Development of the social presence in gaming questionnaire (SPGQ). In Proceedings of the Presence Conference.Google Scholar
- Dick, M., Wellnitz, O., and Wolf, L. 2005. Analysis of factors affecting players' performance and perception in multiplayer games. In Proceedings of 4th ACM SIGCOMM Workshop on Network and System Support for Games (NetGames'05). ACM, New York, NY, 1--7. Google ScholarDigital Library
- Freeman, J., Lessiter, J., Smith, S., and Carmichael, R. 2007. Focus area requirements document. Deliverable D2.1. European Integrated Project Games@Large.Google Scholar
- fuga. 2011. FUGA—The fun of gaming: Measuring the human experience of media enjoyment. http://fuga.aalto.fi/.Google Scholar
- Gajadhar, B. J., de Kort, Y. A. W., and IJsselsteijn, W. A. 2008a. Shared fun is doubled fun: player enjoyment as a function of social setting. In Fun and Games, P. Markopoulos, B. de Ruyter, W. IJsselsteijn and D. Rowland, Eds., Springer, New York, 106--117. Google ScholarDigital Library
- Gajadhar, B. J., de Kort, Y. A. W., and IJsselsteijn, W. A. 2008b. Influence of social setting on player experience of digital games. In Proceedings of the CHI Conference. Google ScholarDigital Library
- Gajadhar, B. J., de Kort, Y. A. W., and IJsselsteijn, W. A. 2009a. Rules of engagement: Influence of social setting on player enjoyment in digital games. Int. J. Gam. Comput.-Mediat. Simul. 1, 14--27.Google ScholarCross Ref
- Gajadhar, B. J., de Kort, Y. A. W., and IJsselsteijn, W. A. 2009b. See no rival, hear no rival: The role of social cues in digital game settings. In Proceedings of CHI Nederland. 25--31.Google Scholar
- Gajadhar, B. J., de Kort, Y. A. W., IJsselsteijn, W. A., and Poels, K. 2009c. Where everybody knows your game: The appeal and function of game cafés in Western Europe. In Proceedings of ACE. 28--35. Google ScholarDigital Library
- Gajadhar, B. J., Kort, Y. A. W. d., IJsselsteijn, W. A., and Poels, K. 2009. Where everybody knows your game: The appeal and function of game cafés in Western Europe. In Proceedings of the International Conference on Advances in Computer Entertainment Technology (ACE'09). ACM, 28--35. Google ScholarDigital Library
- hric. 2005. Logging on in China's internet cafes: An HRIC field survey. China Rights Forum, 3.Google Scholar
- IJsselsteijn, W. A., de Kort, Y. A. W., and Poels, K. 2008. The Game Experience Questionnaire: Development of a self-report measure to assess the psychological impact of digital games.Google Scholar
- IJsselsteijn, W., De Kort, Y. A. W., and Poels, K. 2008a. Game Experience Questionnaire (GEQ), In-game version.Google Scholar
- Jansz, J. and Martens, L. 2005. Gaming at a LAN event: The social context of playing video games. New Media Soc. 7, 333--355.Google ScholarCross Ref
- Jonsson, F. 2010. A public place of their own. A field study of a game café as a third place. In Proceedings of DiGRA Nordic (Experiencing Games: Games, Play, and Players.)Google Scholar
- Jurgelionis, A., Bellotti, F., De Gloria, A., Eisert, P., Laulajainen, J.-P., and Shani, A. 2009a. Distributed video game streaming system for pervasive gaming. STreaming Day'09.Google Scholar
- Jurgelionis, A., Bellotti, F., De Gloria, A., Laulajainen, J.-P., Fechteler, P., Eisert, P., and David, H. 2010. Testing cross-platform streaming of video games over wired and wireless LANs. In Proceedings of the 24th International Conference on Advanced Information Networking and Applications Workshops (WAINA). 1053--1058. Google ScholarDigital Library
- Jurgelionis, A., Fechteler, P., Eisert, P., Bellotti, F., David, H., Laulajainen, J. P., Carmichael, R., Poulopoulos, V., Laikari, A., Perälä, P., De Gloria, A., and Bouras, C. 2009. Platform for distributed 3D gaming. Int. J. Computer Games Technol. Article ID 231863. Google ScholarDigital Library
- Kemerlis, V. P., Stefanis, E. C., Xylomenos, G., and Polyzos, G. C. 2006. Throughput unfairness in TCP over WiFi. In Proceedings of the 3rd Annual Conference on Wireless On-Demand Networked Systems and Services (WONS'06). 26--31.Google Scholar
- Kolko, B. E. and Putnam, C. 2009. Computer games in the developing world: The value of non-instrumental engagement with ICTs, or taking play seriously. In Proceedings of the 3rd International Conference on Information and Communication Technologies and Development (ICTD'09). IEEE Press, 46--55. Google ScholarDigital Library
- Korobkin, Y., David, H., Nap, H. H., Gajadhar, B. J., Oosting, W., de Kort, Y. A. W., IJsselsteijn, W. A., and Laulajainen, J.-P. 2009. Alpha model evaluation report, Deliverable D5B. European Integrated Project Games@Large.Google Scholar
- Martins, M., Nap, H. H., Gajadhar, B. J., Oosting, W., Jurgelionis, A., Carmichael, R., Silva, L., Milagaia, F., Bellotti, F., De Gloria, A., Freeman, J., and David, H. 2010. The future of distributed gaming: Technical advantages and user-centred design. PRISMA Mag. (Special Edition), Prisma.com.Google Scholar
- Middleton, C. A. 2003. Broadband internet usage outside the home: Insights from a study of toronto internet cafes. In Ted Rogers School of Information Technology Management Publications and Research, paper 12.Google Scholar
- MPEG-4 HE-AAC. 2005. Information technology, coding of audio-visual objects, Part 3: Audio. ISO/IEC 14496-3:2005/Amd.2.Google Scholar
- Nave, I., David, H., Shani, A., Laikari, A., Eisert, P., and Fechteler, P. 2008. GaL graphics streaming architecture. In Proceedings of the IEEE International Symposium on Consumer Clectronics (ISCE'08).Google Scholar
- PAESSLER. 2011. PRTG network monitor. http://www.paessler.com/prtg.Google Scholar
- Paessler PRTG7. 2011. PRTG Network Monitor 7—User Manual, Calculating Percentiles. http://www. paessler.com/manuals/prtg7/calculating_percentiles.htm.Google Scholar
- Rangaswamy, N. 2007. ICT for development and commerce: A case study of internet cafés in India, {Research in progress paper}. In Proceedings of the 9th International Conference on Social Implications of Computers in Developing Countries.Google Scholar
- Salvador, T., Sherry, J. W., and Urrutia, A. E. 2005. Less cyber, more café: Enhancing existing small businesses across the digital divide with ICTs. Inform. Technol. Develop. 11, 77--95. Google ScholarDigital Library
- Svoboda, P. and Rupp, M. 2005. Online gaming models for wireless networks. In Proceedings of the IASTED European Conference on Internet and Multimedia Systems and Applications (IMSA). 417--422.Google Scholar
- Tzruya, Y., Shani, A., Bellotti, F., and Jurgelionis, A. 2006. GaL—a new platform for ubiquitous gaming and multimedia. In Proceeding of the Broadband Europe Conference (BBEurope).Google Scholar
- wireshark. 2011. Wireshark network protocol analyzer. http://www.wireshark.org/.Google Scholar
Index Terms
- Player experience and technical performance prospects for distributed 3D gaming in private and public settings
Recommendations
Expediting ICT Policy Implementation in Malawi Through Public-Private Partnership
This paper analysed the role of public private partnership (PPP) in expediting ICT policy implementation. The study used the case of Malawi as an example of a low-income status country in Africa. Data for the study was gathered through key informant ...
Reliability Analysis with User Experience in Portal of Public Institution
SBSI '23: Proceedings of the XIX Brazilian Symposium on Information SystemsContext: Technology has been used as a pillar of many governments, both in service provision and in information presentation and transparency, thus, the user experience in government tools is intrinsically linked to the population’s reliability in ...
Player Experience and Enjoyment: A Preliminary Examination of Differences in Video Game Genre
IntroductionPlayer experience is the interaction between individual qualities and game attributes. It is becoming a popular topic to understand why individuals are interested in different video games. The current literature offers a range of ...
Comments