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This paper reports on activities in Study Group 12 of the International Telecommunication Union (ITU-T SG12) to define a new Recommendation on subjective evaluation methods for gaming Quality of Experience (QoE). It first resumes the structure and content of the current draft which has been proposed to ITU-T SG12 in September 2014 and then critically discusses potential gaming content and evaluation...
Subjective self-assessment is a frequently used method when it comes to Quality of Experience assessment in general. If correctly used a variety of scales can be applied to assess the quality of cloud gaming for different constructs such as experienced quality or flow. Besides self-assessment, physiological correlates are a promising method to measure the influence of cloud gaming quality on the player...
Webpage loading delays impact the quality perception, may cause frustration as well as annoyance, and can impact the users' behavior. In addition, the quality perception can be further degraded by failures to load webpage components or, in the worst case, the failure to load the entire webpage. This impact depends on the actual implementation of the webpage and will in some cases not only delay the...
Cloud based games have significantly larger network bandwidth requirements when compared with traditional online games (up to two orders of magnitude). Differences in transmission characteristics can be observed not only between various cloud gaming platforms, but also between different games played on the same platform. As the differences between games on the same platform can be very high (up to...
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