BSC203 Literature Review: Interactive Game Playing & Network Quality
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Literature Review
AI Summary
This literature review examines the critical relationship between network quality and the interactive gaming experience. It identifies challenges faced by online gamers, including latency issues, high pings, and lags, all stemming from slow internet connections. The review delves into specific aspects such as the inverse relationship between network quality and game playing time, highlighting how poor network conditions increase gameplay duration due to interruptions. It further explores challenges like interactivity, consistency, fairness, and scalability, all crucial for a seamless gaming experience. The review concludes that a stable and high-quality network server is vital for online gamers' satisfaction and recommends proper internet connections, reliable ISP providers, and better network coverage to enhance the overall gaming experience. Desklib provides a platform to access this document and many other resources for students.

Running head: INTERACTIVE GAME PLAYING AND NETWORK QUALITY
Interactive game playing and network quality
Name of the Student
Name of the University
Interactive game playing and network quality
Name of the Student
Name of the University
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INTERACTIVE GAME PLAYING AND NETWORK QUALITY
Table of Contents
1. Introduction..................................................................................................................................3
2. Literature Review........................................................................................................................4
2.1 Network quality vs game playing time..................................................................................4
2.2 Challenges in online interactive gaming................................................................................4
Conclusion.......................................................................................................................................7
Recommendations............................................................................................................................7
References........................................................................................................................................9
INTERACTIVE GAME PLAYING AND NETWORK QUALITY
Table of Contents
1. Introduction..................................................................................................................................3
2. Literature Review........................................................................................................................4
2.1 Network quality vs game playing time..................................................................................4
2.2 Challenges in online interactive gaming................................................................................4
Conclusion.......................................................................................................................................7
Recommendations............................................................................................................................7
References........................................................................................................................................9

3
INTERACTIVE GAME PLAYING AND NETWORK QUALITY
1. Introduction
Network quality has been considered critical towards real-time, online game and
interactive playing. Increase in technology, Internet has not been able to provide Quality of
Service (QoS) to online gamers. Gamers have been suffering with slow internet connection and
unfavorable playing conditions. There have been increase in the popularity of online games in
recent years. A number of studies have been reporting about the increase in online games (Zhang
& Liu, 2015). Various company have been preparing online games that can be played over the
internet. Mobile games have seen rise in its popularity in the recent years. Most of the online
games are played over mobile phones. The increase in utilizing of mobile phones have changed
the era of laptop online games to mobile online games. The use of the online games have been
common among youngsters all over the world.
However, there have been problems faced by the on-line gamers during their play. There
have been various problems faced by the online gamers including high pings and lags during
gameplay. This problem have been due to slow internet connections. It have been appeared that
most of the players have been facing with latency issues during gameplay. This create major
issues in hindrances in enjoying gaming experiences. The network quality has been creating
issues in the gameplay of interactive games. Various interactive games have been facing these
issues that decreases gaming experiences for online gamers (Beyer et al., 2015). However,
online gamers have been very sensitive with their online games. The network environment have
been playing an important role in maintaining creating proper experiences in the gameplay.
This paper identifies various issues faced by online gamers during theor interactive
gameplay. Several network issues have been discussed in the report. The infrastructural problems
INTERACTIVE GAME PLAYING AND NETWORK QUALITY
1. Introduction
Network quality has been considered critical towards real-time, online game and
interactive playing. Increase in technology, Internet has not been able to provide Quality of
Service (QoS) to online gamers. Gamers have been suffering with slow internet connection and
unfavorable playing conditions. There have been increase in the popularity of online games in
recent years. A number of studies have been reporting about the increase in online games (Zhang
& Liu, 2015). Various company have been preparing online games that can be played over the
internet. Mobile games have seen rise in its popularity in the recent years. Most of the online
games are played over mobile phones. The increase in utilizing of mobile phones have changed
the era of laptop online games to mobile online games. The use of the online games have been
common among youngsters all over the world.
However, there have been problems faced by the on-line gamers during their play. There
have been various problems faced by the online gamers including high pings and lags during
gameplay. This problem have been due to slow internet connections. It have been appeared that
most of the players have been facing with latency issues during gameplay. This create major
issues in hindrances in enjoying gaming experiences. The network quality has been creating
issues in the gameplay of interactive games. Various interactive games have been facing these
issues that decreases gaming experiences for online gamers (Beyer et al., 2015). However,
online gamers have been very sensitive with their online games. The network environment have
been playing an important role in maintaining creating proper experiences in the gameplay.
This paper identifies various issues faced by online gamers during theor interactive
gameplay. Several network issues have been discussed in the report. The infrastructural problems
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INTERACTIVE GAME PLAYING AND NETWORK QUALITY
in the network environment have been measured properly in the report. The sensitivity of the
online gamers have been explained in the report.
2. Literature Review
2.1 Network quality vs game playing time
There have been a critical connection between network quality and game playing time.
There have been various online gamers who have been facing problems in their network quality.
The game playing time refers to the time of playing a game. The time used in playing game has
been inversely proportional to network quality (Pontes, 2017). In case, network quality is low,
the game playing time get increased meanwhile. The network quality has been depended on the
quality and speed of internet used by gamers. Online interactive games require high speed of
network connectivity for smooth running of game. Some of the gamers used to decrease their
quality of graphics of game for proper gaming experience (Middleton & Modafferi, 2016). This
has been another problem faced by online gamers. Decreasing the quality of graphics decreases
quality of gaming experiences of gamers. The lagging time and high latency have been creating
issues in the game playing time. This implies that network connectivity have been an important
element in online interactive gamers.
2.2 Challenges in online interactive gaming
The requirements for playing online games have been high in recent years. Recent online
games have been made for high graphics and fast internet connection for better gaming
experiences. Following are challenges that are faced based on their requirements:
Interactivity: It focuses on the delay between version of game event and time at which
other users became aware of this event. The responsiveness of game has been important for
INTERACTIVE GAME PLAYING AND NETWORK QUALITY
in the network environment have been measured properly in the report. The sensitivity of the
online gamers have been explained in the report.
2. Literature Review
2.1 Network quality vs game playing time
There have been a critical connection between network quality and game playing time.
There have been various online gamers who have been facing problems in their network quality.
The game playing time refers to the time of playing a game. The time used in playing game has
been inversely proportional to network quality (Pontes, 2017). In case, network quality is low,
the game playing time get increased meanwhile. The network quality has been depended on the
quality and speed of internet used by gamers. Online interactive games require high speed of
network connectivity for smooth running of game. Some of the gamers used to decrease their
quality of graphics of game for proper gaming experience (Middleton & Modafferi, 2016). This
has been another problem faced by online gamers. Decreasing the quality of graphics decreases
quality of gaming experiences of gamers. The lagging time and high latency have been creating
issues in the game playing time. This implies that network connectivity have been an important
element in online interactive gamers.
2.2 Challenges in online interactive gaming
The requirements for playing online games have been high in recent years. Recent online
games have been made for high graphics and fast internet connection for better gaming
experiences. Following are challenges that are faced based on their requirements:
Interactivity: It focuses on the delay between version of game event and time at which
other users became aware of this event. The responsiveness of game has been important for
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INTERACTIVE GAME PLAYING AND NETWORK QUALITY
smooth gameplay. However, there have been fluctuation in the network connectivity that causes
slowing down of game fluency. However, various players in the virtual arena that can be
numerous in some game experience (Hamari, Keronen & Alha, 2015). These problems have
been amplified into wireless network environment. The responsiveness of network server from
the interactive game has been a trouble for the game users. The connectivity of internet has been
creating issues in the network traffic for smooth running of online interactive games.
Consistency: It refers to the uniformity of game state view in all of the nodes in the
system. The distortion in the picture quality of the game during playing has been an example of
consistency problem. Due to network problem, there has been irregularity in the graphics quality
of game (Shin & Chung, 2017). This create anxiousness in game users and decreases their
behavior for the game. Transmission lag has been creating differences among avatars used in the
game. Various players playing the same game over the internet faces same problems due to
inconsistency in the visualization of game.
Fairness: This factor is related to providing same chances to every layer to win the game
session unlikely to different internet connection. In following context, the change in the fairness
of game due to internet connection has been major problem. The evolution in game has been
depended in the game speed and quality of graphics provided to the interactive users (Cai et al.,
2015). Therefore, network problems have been creating problems in the game platform based on
degree of invasion. The packet loss rate in this case has been high due to problems in network
environments. The loss in packets have been creating issues for other users playing interactive
game.
Scalability: It deals with capability of system to provide proper support to large number
of players. There has been primary interest of game organizations for gaining profits from the
INTERACTIVE GAME PLAYING AND NETWORK QUALITY
smooth gameplay. However, there have been fluctuation in the network connectivity that causes
slowing down of game fluency. However, various players in the virtual arena that can be
numerous in some game experience (Hamari, Keronen & Alha, 2015). These problems have
been amplified into wireless network environment. The responsiveness of network server from
the interactive game has been a trouble for the game users. The connectivity of internet has been
creating issues in the network traffic for smooth running of online interactive games.
Consistency: It refers to the uniformity of game state view in all of the nodes in the
system. The distortion in the picture quality of the game during playing has been an example of
consistency problem. Due to network problem, there has been irregularity in the graphics quality
of game (Shin & Chung, 2017). This create anxiousness in game users and decreases their
behavior for the game. Transmission lag has been creating differences among avatars used in the
game. Various players playing the same game over the internet faces same problems due to
inconsistency in the visualization of game.
Fairness: This factor is related to providing same chances to every layer to win the game
session unlikely to different internet connection. In following context, the change in the fairness
of game due to internet connection has been major problem. The evolution in game has been
depended in the game speed and quality of graphics provided to the interactive users (Cai et al.,
2015). Therefore, network problems have been creating problems in the game platform based on
degree of invasion. The packet loss rate in this case has been high due to problems in network
environments. The loss in packets have been creating issues for other users playing interactive
game.
Scalability: It deals with capability of system to provide proper support to large number
of players. There has been primary interest of game organizations for gaining profits from the

6
INTERACTIVE GAME PLAYING AND NETWORK QUALITY
market. Human beings are social animal, likes to be in society (Shirmohammadi et al., 2015).
Therefore, interactive games are based on same concept as many players are playing that game.
Therefore, interaction with other players in the online game has been a problem.
There have been a basic association between system quality and diversion playing time.
There have been different web based gamers who have been confronting issues in their system
quality. The amusement playing time alludes to the season of playing a diversion. The time
utilized in playing diversion has been conversely relative to organize quality (Lv et al., 2015). On
the off chance that, arrange quality is low, the diversion playing time get expanded in the
interim. The system quality has been relied upon the quality and speed of web utilized by
gamers. Online intelligent diversions require rapid of system network for smooth running of
amusement. A portion of the gamers used to diminish their nature of illustrations of amusement
for legitimate gaming knowledge. This has been another issue looked by internet gamers.
Diminishing the nature of illustrations diminishes nature of gaming encounters of gamers
(Hamari, Keronen & Alha, 2015). The slacking time and high idleness have been making issues
in the amusement playing time. This suggests arrange network have been an imperative
component in online intuitive gamers.
This factor is identified with giving same opportunities to each layer to win session
improbable to various web association. In following setting, the adjustment in the decency of
diversion because of web association has been serious issue. The development in amusement has
been depended particle the diversion speed and nature of illustrations gave to the intuitive clients
(Mukherjee, 2016). Thusly, organize issues have been making issues in the amusement stage
dependent on level of attack. The parcel misfortune rate for this situation has been high because
of issues in system conditions. The misfortune particle parcels have been making issues for
INTERACTIVE GAME PLAYING AND NETWORK QUALITY
market. Human beings are social animal, likes to be in society (Shirmohammadi et al., 2015).
Therefore, interactive games are based on same concept as many players are playing that game.
Therefore, interaction with other players in the online game has been a problem.
There have been a basic association between system quality and diversion playing time.
There have been different web based gamers who have been confronting issues in their system
quality. The amusement playing time alludes to the season of playing a diversion. The time
utilized in playing diversion has been conversely relative to organize quality (Lv et al., 2015). On
the off chance that, arrange quality is low, the diversion playing time get expanded in the
interim. The system quality has been relied upon the quality and speed of web utilized by
gamers. Online intelligent diversions require rapid of system network for smooth running of
amusement. A portion of the gamers used to diminish their nature of illustrations of amusement
for legitimate gaming knowledge. This has been another issue looked by internet gamers.
Diminishing the nature of illustrations diminishes nature of gaming encounters of gamers
(Hamari, Keronen & Alha, 2015). The slacking time and high idleness have been making issues
in the amusement playing time. This suggests arrange network have been an imperative
component in online intuitive gamers.
This factor is identified with giving same opportunities to each layer to win session
improbable to various web association. In following setting, the adjustment in the decency of
diversion because of web association has been serious issue. The development in amusement has
been depended particle the diversion speed and nature of illustrations gave to the intuitive clients
(Mukherjee, 2016). Thusly, organize issues have been making issues in the amusement stage
dependent on level of attack. The parcel misfortune rate for this situation has been high because
of issues in system conditions. The misfortune particle parcels have been making issues for
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INTERACTIVE GAME PLAYING AND NETWORK QUALITY
different clients playing intuitive amusement (Shchiglik, Barnes & Scornavacca, 2016). It
manages capacity of framework to give legitimate help to extensive number of players. There
has been essential enthusiasm of amusement associations for picking up benefits from the
market. People are social creature, likes to be in the public eye (Scacchi, 2017). In this manner,
intuitive amusements depend on same idea the same number of players are playing that
diversion. Subsequently, communication with different players in the internet diversion has been
an issue.
Conclusion
It can be concluded that the network server has been playing an important role for
satisfaction ion online gamers. The interactive games have been usually played over the internet.
Therefore, there has been requirement of proper internet connection. Disturbance in the network
environment causes difficulty in playing online interactive games. These problems have been
amplified into wireless network environment. The responsiveness of network server from the
interactive game has been a trouble for the game users.
Recommendations
There are few recommendations that might help in providing excellent network
environment during online interactive gameplay.
Proper Internet Connection: There has been requirement of proper internet connection
during playing inline games. A fast internet connection helps in excellent experience of online
interactive gameplay to the gamers. The challenges faced during the gameplay might be
minimized with the use of fast internet connection.
INTERACTIVE GAME PLAYING AND NETWORK QUALITY
different clients playing intuitive amusement (Shchiglik, Barnes & Scornavacca, 2016). It
manages capacity of framework to give legitimate help to extensive number of players. There
has been essential enthusiasm of amusement associations for picking up benefits from the
market. People are social creature, likes to be in the public eye (Scacchi, 2017). In this manner,
intuitive amusements depend on same idea the same number of players are playing that
diversion. Subsequently, communication with different players in the internet diversion has been
an issue.
Conclusion
It can be concluded that the network server has been playing an important role for
satisfaction ion online gamers. The interactive games have been usually played over the internet.
Therefore, there has been requirement of proper internet connection. Disturbance in the network
environment causes difficulty in playing online interactive games. These problems have been
amplified into wireless network environment. The responsiveness of network server from the
interactive game has been a trouble for the game users.
Recommendations
There are few recommendations that might help in providing excellent network
environment during online interactive gameplay.
Proper Internet Connection: There has been requirement of proper internet connection
during playing inline games. A fast internet connection helps in excellent experience of online
interactive gameplay to the gamers. The challenges faced during the gameplay might be
minimized with the use of fast internet connection.
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INTERACTIVE GAME PLAYING AND NETWORK QUALITY
Proper ISP provider: The Internet service provider needs to be good that might help in
providing proper internet services to the user. This might help in preventing from fluctuation in
the internet connection.
Better network coverage: Many times, due to bad network coverage, online interactive
games are not supported properly. There has been problem of lagging of game. Therefore, it is
required to use proper network coverage router or Wi-Fi devices in the network environment.
INTERACTIVE GAME PLAYING AND NETWORK QUALITY
Proper ISP provider: The Internet service provider needs to be good that might help in
providing proper internet services to the user. This might help in preventing from fluctuation in
the internet connection.
Better network coverage: Many times, due to bad network coverage, online interactive
games are not supported properly. There has been problem of lagging of game. Therefore, it is
required to use proper network coverage router or Wi-Fi devices in the network environment.

9
INTERACTIVE GAME PLAYING AND NETWORK QUALITY
References
Beyer, J., Varbelow, R., Antons, J. N., & Möller, S. (2015, May). Using
electroencephalography and subjective self-assessment to measure the influence of
quality variations in cloud gaming. In 2015 Seventh International Workshop on Quality
of Multimedia Experience (QoMEX) (pp. 1-6). IEEE.
Cai, W., Hong, Z., Wang, X., Chan, H. C., & Leung, V. C. (2015). Quality-of-Experience
Optimization for a Cloud Gaming System WithAd HocCloudlet Assistance. IEEE
Transactions on Circuits and Systems for Video Technology, 25(12), 2092-2104.
Hamari, J., Keronen, L., & Alha, K. (2015, January). Why do people play games? A review
of studies on adoption and use. In 2015 48th Hawaii International Conference on System
Sciences (pp. 3559-3568). IEEE.
Lv, Z., Halawani, A., Feng, S., Ur Réhman, S., & Li, H. (2015). Touch-less interactive
augmented reality game on vision-based wearable device. Personal and Ubiquitous
Computing, 19(3-4), 551-567.
Middleton, S. E., & Modafferi, S. (2016). Scalable classification of QoS for real-time
interactive applications from IP traffic measurements. Computer networks, 107, 121-132.
Mukherjee, S. (2016). Leadership network and team performance in interactive
contests. Social Networks, 47, 85-92.
Pontes, H. M. (2017). Investigating the differential effects of social networking site addiction
and Internet gaming disorder on psychological health. Journal of behavioral
addictions, 6(4), 601-610.
INTERACTIVE GAME PLAYING AND NETWORK QUALITY
References
Beyer, J., Varbelow, R., Antons, J. N., & Möller, S. (2015, May). Using
electroencephalography and subjective self-assessment to measure the influence of
quality variations in cloud gaming. In 2015 Seventh International Workshop on Quality
of Multimedia Experience (QoMEX) (pp. 1-6). IEEE.
Cai, W., Hong, Z., Wang, X., Chan, H. C., & Leung, V. C. (2015). Quality-of-Experience
Optimization for a Cloud Gaming System WithAd HocCloudlet Assistance. IEEE
Transactions on Circuits and Systems for Video Technology, 25(12), 2092-2104.
Hamari, J., Keronen, L., & Alha, K. (2015, January). Why do people play games? A review
of studies on adoption and use. In 2015 48th Hawaii International Conference on System
Sciences (pp. 3559-3568). IEEE.
Lv, Z., Halawani, A., Feng, S., Ur Réhman, S., & Li, H. (2015). Touch-less interactive
augmented reality game on vision-based wearable device. Personal and Ubiquitous
Computing, 19(3-4), 551-567.
Middleton, S. E., & Modafferi, S. (2016). Scalable classification of QoS for real-time
interactive applications from IP traffic measurements. Computer networks, 107, 121-132.
Mukherjee, S. (2016). Leadership network and team performance in interactive
contests. Social Networks, 47, 85-92.
Pontes, H. M. (2017). Investigating the differential effects of social networking site addiction
and Internet gaming disorder on psychological health. Journal of behavioral
addictions, 6(4), 601-610.
⊘ This is a preview!⊘
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Subscribe today to unlock all pages.

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INTERACTIVE GAME PLAYING AND NETWORK QUALITY
Scacchi, W. (2017). Practices and technologies in computer game software
engineering. IEEE Software, 34(1), 110-116.
Shchiglik, C., Barnes, S. J., & Scornavacca, E. (2016). The development of an instrument to
measure mobile game quality. Journal of Computer Information Systems, 56(2), 97-105.
Shin, D. H., & Chung, K. M. (2017). The effects of input modality and story-based
knowledge on users' game experience. Computers in Human Behavior, 68, 180-189.
Shirmohammadi, S., Abdallah, M., Ahmed, D. T., Lu, Y., & Snyatkov, A. (2015).
Introduction to the special section on visual computing in the cloud: Cloud gaming and
virtualization. IEEE Transactions on Circuits and Systems for Video Technology, 25(12),
1955-1959.
Zhang, C., & Liu, J. (2015, March). On crowdsourced interactive live streaming: a twitch. tv-
based measurement study. In Proceedings of the 25th ACM Workshop on Network and
Operating Systems Support for Digital Audio and Video(pp. 55-60). ACM.
INTERACTIVE GAME PLAYING AND NETWORK QUALITY
Scacchi, W. (2017). Practices and technologies in computer game software
engineering. IEEE Software, 34(1), 110-116.
Shchiglik, C., Barnes, S. J., & Scornavacca, E. (2016). The development of an instrument to
measure mobile game quality. Journal of Computer Information Systems, 56(2), 97-105.
Shin, D. H., & Chung, K. M. (2017). The effects of input modality and story-based
knowledge on users' game experience. Computers in Human Behavior, 68, 180-189.
Shirmohammadi, S., Abdallah, M., Ahmed, D. T., Lu, Y., & Snyatkov, A. (2015).
Introduction to the special section on visual computing in the cloud: Cloud gaming and
virtualization. IEEE Transactions on Circuits and Systems for Video Technology, 25(12),
1955-1959.
Zhang, C., & Liu, J. (2015, March). On crowdsourced interactive live streaming: a twitch. tv-
based measurement study. In Proceedings of the 25th ACM Workshop on Network and
Operating Systems Support for Digital Audio and Video(pp. 55-60). ACM.
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