A Literature Review of Interactive Game Playing & Network Quality
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Literature Review
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This literature review critically analyzes ten articles, including journals, conference articles, and books, focusing on interactive gaming and its dependence on network quality. It justifies paper selection based on the use of appropriate literature evidences, summarizes findings related to network qual...
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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
Name of the Student
Name of the University
Author Note
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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
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

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
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

3INTERACTIVE GAME PLAYING AND NETWORK QUALITY
literary works of authors. These papers produce proper evidences about the interactive games
and their uses over the type of network a customer are being provided. The papers describe the
how the interactive gaming have implemented the use of low-cost but fast internet usage. This
has even resulted to high indulging of users into gaming applications since the high quality of
applications are available to them and also to the interactive gaming providers. In addition, some
of the papers even focus on the quality that is being provided as a gaming service to the
customers.
Some papers examine several issues regarding the adaptation of the occlusion and lack of
visibility for the gaming design systems. Some of the papers discuss about the Gamers’ Private
Network, which is actually a client or server solution that aids in making the gaming experience
for a user much faster on the same quality of network the user is habituated in using (Zaczynski,
& Whitehead, 2014). Some of the papers also discuss about the matters regarding the assumed
factor that superbly interactive online games need the quality of services at a minimum level
from the network (Hoßfeld, Metzger & Jarschel, 2015). This suggests that contribution premium
IP service quality for gamers form new revenue sources for ISPs or Internet service providers.
Summary of findings
The findings of the articles put forward the idea of how the quality of the network is helpful in
the field of game playing. The findings states that the various game playing is largely related to
the use of the quality of network. On the other hand it has been found that although if the internet
does not provide the quality of service, the demand for the gaming has increased. The most
probable reason for this may be the use of low quality network services over the years
(Wattimena, 2016). The network quality of service in the recent times has been providing the
customer satisfaction in the field of gaming to a large extent. The findings from the articles states
literary works of authors. These papers produce proper evidences about the interactive games
and their uses over the type of network a customer are being provided. The papers describe the
how the interactive gaming have implemented the use of low-cost but fast internet usage. This
has even resulted to high indulging of users into gaming applications since the high quality of
applications are available to them and also to the interactive gaming providers. In addition, some
of the papers even focus on the quality that is being provided as a gaming service to the
customers.
Some papers examine several issues regarding the adaptation of the occlusion and lack of
visibility for the gaming design systems. Some of the papers discuss about the Gamers’ Private
Network, which is actually a client or server solution that aids in making the gaming experience
for a user much faster on the same quality of network the user is habituated in using (Zaczynski,
& Whitehead, 2014). Some of the papers also discuss about the matters regarding the assumed
factor that superbly interactive online games need the quality of services at a minimum level
from the network (Hoßfeld, Metzger & Jarschel, 2015). This suggests that contribution premium
IP service quality for gamers form new revenue sources for ISPs or Internet service providers.
Summary of findings
The findings of the articles put forward the idea of how the quality of the network is helpful in
the field of game playing. The findings states that the various game playing is largely related to
the use of the quality of network. On the other hand it has been found that although if the internet
does not provide the quality of service, the demand for the gaming has increased. The most
probable reason for this may be the use of low quality network services over the years
(Wattimena, 2016). The network quality of service in the recent times has been providing the
customer satisfaction in the field of gaming to a large extent. The findings from the articles states
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4INTERACTIVE GAME PLAYING AND NETWORK QUALITY
that the gaming performance model plays an important role in the determination of the influence
of the quality of the network on the gaming. One of the articles clearly depict the fact that there
has not just been technical advancements but issues about other factors, like the mental condition
of a player depending on the network quality. It says that the network quality of an ISP heavily
influences a user’s satisfaction level (Chen, Huang & Lei, 2016). This forms one of the major
concerns of a game developer as customer satisfaction forms one of the primary priorities. The
journals also state the fact that there are high chances that a user might abort a gaming process
prematurely if the network quality do not work in accordance with the user’s gaming experience.
Strengths of the articles
The strengths of the articles include the providing of the calculation of the average ping
times and also defines the experience of the gamers. The articles while stating the power of the
good quality network service, at the same time includes the loopholes that may be present in the
network. The various vulnerabilities that may be present are also involved. The ways in which
the improvement of the various network securities may be made is involved in the articles. A
comparison has also be been made on the various levels of the online games (Hembroff et al.,
2015). The use of the various parameters has been made and the detailed analysis of the various
online games has been conducted. One of the major strength lies in the article as the articles
states the outcome of the research of the tolerance of the various gamers round the globe
regarding the quality of service of the network. The articles also states that the various
opportunities for the various internet service providers. However, the internet service providers
should keep in mind the quality that should be provided for the better experience in gaming by
the customers. The fact that forms one of the strongest points about choosing these articles is
that, not only the technicalities, but the journals also provide information about the mentality
that the gaming performance model plays an important role in the determination of the influence
of the quality of the network on the gaming. One of the articles clearly depict the fact that there
has not just been technical advancements but issues about other factors, like the mental condition
of a player depending on the network quality. It says that the network quality of an ISP heavily
influences a user’s satisfaction level (Chen, Huang & Lei, 2016). This forms one of the major
concerns of a game developer as customer satisfaction forms one of the primary priorities. The
journals also state the fact that there are high chances that a user might abort a gaming process
prematurely if the network quality do not work in accordance with the user’s gaming experience.
Strengths of the articles
The strengths of the articles include the providing of the calculation of the average ping
times and also defines the experience of the gamers. The articles while stating the power of the
good quality network service, at the same time includes the loopholes that may be present in the
network. The various vulnerabilities that may be present are also involved. The ways in which
the improvement of the various network securities may be made is involved in the articles. A
comparison has also be been made on the various levels of the online games (Hembroff et al.,
2015). The use of the various parameters has been made and the detailed analysis of the various
online games has been conducted. One of the major strength lies in the article as the articles
states the outcome of the research of the tolerance of the various gamers round the globe
regarding the quality of service of the network. The articles also states that the various
opportunities for the various internet service providers. However, the internet service providers
should keep in mind the quality that should be provided for the better experience in gaming by
the customers. The fact that forms one of the strongest points about choosing these articles is
that, not only the technicalities, but the journals also provide information about the mentality

5INTERACTIVE GAME PLAYING AND NETWORK QUALITY
changes of a user with respect to the network quality and gaming experience (Hohlfeld et al.,
2016). If it is found that a user experience is hampered due to poor network quality, it could also
be possible that the user can prematurely abort the gaming. This is depicted in order to present
the idea that a developer must keep in mind about a user’s mentality while developing a game.
Shortcomings of the articles
The articles that are mentioned above has a large number of advantages and is
responsible for the stating of the various information regarding the quality of service. The
articles also presents the idea about how the use of quality network may affect the gaming
experience of the various customers (Beyer et al., 2015). However, there are a number of
shortcomings of the articles stated above. The major shortcoming is the structure of the articles.
It is justified that every article would be able to present itself in a reasonable way. For instance, it
would have an abstract depicting the entire contents of the journal in brief, then it would include
an introduction of the topic, a discussion about the topic with proper headings and subheadings
and also it would have a concluding paragraph that would concise the entire idea of the topic that
the journal wants to put forward. The articles have not been presented in a proper manner and the
structure of the report is not satisfied. The structure of the report is not satisfactory with respect
to the understanding of the topic or achieving of the outcome of the topic (Ward et al., 2017).
The other shortcoming that is presented in the articles are the irrelevance of the data and the
other information. Some of the articles do not have the proper sources for proving the statements
that have been made. The data that are present may be relevant or may also be irrelevant as
proper citations have not been provided in the article.
changes of a user with respect to the network quality and gaming experience (Hohlfeld et al.,
2016). If it is found that a user experience is hampered due to poor network quality, it could also
be possible that the user can prematurely abort the gaming. This is depicted in order to present
the idea that a developer must keep in mind about a user’s mentality while developing a game.
Shortcomings of the articles
The articles that are mentioned above has a large number of advantages and is
responsible for the stating of the various information regarding the quality of service. The
articles also presents the idea about how the use of quality network may affect the gaming
experience of the various customers (Beyer et al., 2015). However, there are a number of
shortcomings of the articles stated above. The major shortcoming is the structure of the articles.
It is justified that every article would be able to present itself in a reasonable way. For instance, it
would have an abstract depicting the entire contents of the journal in brief, then it would include
an introduction of the topic, a discussion about the topic with proper headings and subheadings
and also it would have a concluding paragraph that would concise the entire idea of the topic that
the journal wants to put forward. The articles have not been presented in a proper manner and the
structure of the report is not satisfied. The structure of the report is not satisfactory with respect
to the understanding of the topic or achieving of the outcome of the topic (Ward et al., 2017).
The other shortcoming that is presented in the articles are the irrelevance of the data and the
other information. Some of the articles do not have the proper sources for proving the statements
that have been made. The data that are present may be relevant or may also be irrelevant as
proper citations have not been provided in the article.

6INTERACTIVE GAME PLAYING AND NETWORK QUALITY
Conclusion
Thus, it can be concluded that the interactive gaming has increased and the use of quality
network services have been in demand in the recent times. With the advancement in technology,
advancement in the field of interactive gaming has also been made and the more number of
advanced games are attracting more number of people. The various articles have been presented
in the report, which states the importance of the use of the quality network service in the field of
interactive gaming. Owing to the various advancements, the same amount of advancement has
not been made in the improvement of the quality of service of the networks. The articles presents
the various methods how the quality can be improved. The proper implementation of these
methods will help in the improvement of the services of the network. Interactive gaming has
become a greater arena to get the users consume a considerable amount of network and to make
it more effective these recommendations would help to a greater extent.
Conclusion
Thus, it can be concluded that the interactive gaming has increased and the use of quality
network services have been in demand in the recent times. With the advancement in technology,
advancement in the field of interactive gaming has also been made and the more number of
advanced games are attracting more number of people. The various articles have been presented
in the report, which states the importance of the use of the quality network service in the field of
interactive gaming. Owing to the various advancements, the same amount of advancement has
not been made in the improvement of the quality of service of the networks. The articles presents
the various methods how the quality can be improved. The proper implementation of these
methods will help in the improvement of the services of the network. Interactive gaming has
become a greater arena to get the users consume a considerable amount of network and to make
it more effective these recommendations would help to a greater extent.
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7INTERACTIVE GAME PLAYING AND NETWORK QUALITY
Bibliography:
Armitage, G., & Zander, S. (2014). Empirically measuring the QoS sensitivity of interactive
online game players.
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 Quality of Multimedia Experience (QoMEX), 2015 Seventh International
Workshop on (pp. 1-6). IEEE.
Chen, K. T., Huang, P., & Lei, C. L. (2016). How sensitive are online gamers to network
quality?. Communications of the ACM, 49(11), 34-38.
Hembroff, G., Hanson, L., Vanwagner, T., Wambold, S., & Wang, X. (2015). The Development
of a Computer & Network Security Education Interactive Gaming Architecture for High
School Age Students. The USENIX Journal of Education in System Administration, 25.
Hohlfeld, O., Fiedler, H., Pujol, E., & Guse, D. (2016, September). Insensitivity to Network
Delay: Minecraft Gaming Experience of Casual Gamers. In Teletraffic Congress (ITC
28), 2016 28th International (Vol. 3, pp. 31-33). IEEE.
Hoßfeld, T., Metzger, F., & Jarschel, M. (2015). Qoe for cloud gaming. E-LETTER.
Mcdonald, N., Leader, D., Chiang, C. K., Khmelevsky, Y., Bartlett, R., & Needham, A. (2016,
June). A new online tool for gamer network performance analysis. In Cybercrime and
Computer Forensic (ICCCF), IEEE International Conference on (pp. 1-6). IEEE.
Bibliography:
Armitage, G., & Zander, S. (2014). Empirically measuring the QoS sensitivity of interactive
online game players.
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 Quality of Multimedia Experience (QoMEX), 2015 Seventh International
Workshop on (pp. 1-6). IEEE.
Chen, K. T., Huang, P., & Lei, C. L. (2016). How sensitive are online gamers to network
quality?. Communications of the ACM, 49(11), 34-38.
Hembroff, G., Hanson, L., Vanwagner, T., Wambold, S., & Wang, X. (2015). The Development
of a Computer & Network Security Education Interactive Gaming Architecture for High
School Age Students. The USENIX Journal of Education in System Administration, 25.
Hohlfeld, O., Fiedler, H., Pujol, E., & Guse, D. (2016, September). Insensitivity to Network
Delay: Minecraft Gaming Experience of Casual Gamers. In Teletraffic Congress (ITC
28), 2016 28th International (Vol. 3, pp. 31-33). IEEE.
Hoßfeld, T., Metzger, F., & Jarschel, M. (2015). Qoe for cloud gaming. E-LETTER.
Mcdonald, N., Leader, D., Chiang, C. K., Khmelevsky, Y., Bartlett, R., & Needham, A. (2016,
June). A new online tool for gamer network performance analysis. In Cybercrime and
Computer Forensic (ICCCF), IEEE International Conference on (pp. 1-6). IEEE.

8INTERACTIVE GAME PLAYING AND NETWORK QUALITY
Ward, B., Khmelevsky, Y., Hains, G., Bartlett, R., Needham, A., & Sutherland, T. (2017, April).
Gaming network delays investigation and collection of very large-scale data sets.
In Systems Conference (SysCon), 2017 Annual IEEE International (pp. 1-7). IEEE.
Wattimena, A. F. (2016). Performance modeling of interactive gaming. Vrije Universiteit
Amsterdam, Tech. Rep.
Zaczynski, M., & Whitehead, A. D. (2014, April). Establishing design guidelines in interactive
exercise gaming: preliminary data from two posing studies. In Proceedings of the
SIGCHI Conference on Human Factors in Computing Systems (pp. 1875-1884). ACM.
Ward, B., Khmelevsky, Y., Hains, G., Bartlett, R., Needham, A., & Sutherland, T. (2017, April).
Gaming network delays investigation and collection of very large-scale data sets.
In Systems Conference (SysCon), 2017 Annual IEEE International (pp. 1-7). IEEE.
Wattimena, A. F. (2016). Performance modeling of interactive gaming. Vrije Universiteit
Amsterdam, Tech. Rep.
Zaczynski, M., & Whitehead, A. D. (2014, April). Establishing design guidelines in interactive
exercise gaming: preliminary data from two posing studies. In Proceedings of the
SIGCHI Conference on Human Factors in Computing Systems (pp. 1875-1884). ACM.
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