logo

Interactive Game Playing and Network Quality

   

Added on  2023-06-13

9 Pages2179 Words137 Views
 | 
 | 
 | 
Running head: INTERACTIVE GAME PLAYING AND NETWORK QUALITY
Interactive Game Playing and Network Quality
Name of the Student
Name of the University
Author Note
Interactive Game Playing and Network Quality_1

1INTERACTIVE GAME PLAYING AND NETWORK QUALITY
Table of Contents
Introduction......................................................................................................................................2
Justification for paper selection...................................................................................................2
Summary of findings...................................................................................................................3
Strengths of the articles...............................................................................................................4
Shortcomings of the articles........................................................................................................5
Conclusion.......................................................................................................................................6
Bibliography:...................................................................................................................................7
Interactive Game Playing and Network Quality_2

2INTERACTIVE GAME PLAYING AND NETWORK QUALITY
Introduction
Interactive gaming ascended a new level after it collaborated with the globally accessible
network and enabled the gamers to interact and play simultaneously in the same network.
Gaming is increasingly becoming the most mainstay application that ensures customer loyalty of
consumers with high-speed internet consumptions. This is because the customers are being
provided with superior quality of gaming experiences with reliable performances enabling the
next generation customers to opt for the same network as well (Mcdonald et al., 2016). Network
quality is dependent on the real-time and is critical to online game play. Although, QoS or
Quality of Service is unreliable, the interactive nature of gaming has made its popularity reach
the next level. The following literature review would thus include the critical analysis of
literature for about ten articles including journals, conference articles and books. It would then be
followed by the justification for the paper selection, the summary of findings from the literatures,
and the strengths and weaknesses of the journals reviewed.
Justification for paper selection
The papers that are selected for reviewing the interactive gaming with respect to the
network quality would only be justified if the papers thoroughly justify the use of appropriate
literature evidences of the topic under discussion. This would be clearly made sure by reviewing
in brief about what the articles have to offer one by one. All the articles produced for this
literature review has reflected on the same topic of interactive gaming depending on the network
quality. However, some of them focus to the design modules for the gaming with respect to the
network quality depending on the QoS and the Quality of Services (Armitage & Zander, 2014).
The papers selected for the literature review are journal articles, conference proceedings and
Interactive Game Playing and Network Quality_3

End of preview

Want to access all the pages? Upload your documents or become a member.

Related Documents
Interactive Game Playing and Network Quality
|10
|2338
|114

Emerging Technologies for Critical Infrastructure
|5
|2319
|372

Advantages and Disadvantages of Cloud Computing for Businesses
|17
|3710
|458

Consumer Behaviour and Market Psychology
|12
|2957
|366

Language and Learning in Your Discipline
|6
|1501
|107

Impact of Information Technology on JP Morgan - PDF
|11
|2886
|56