2013 Fifth International Workshop on Quality of Multimedia Experience (QoMEX) 2013
DOI: 10.1109/qomex.2013.6603243
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Gaming taxonomy: An overview of concepts and evaluation methods for computer gaming QoE

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Cited by 38 publications
(19 citation statements)
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“…It results from the fulfillment of his or her expectations with respect to the utility and/or enjoyment of the application or service in the light of the user's personality and current state" [30]. Following the concept of that document we developed a taxonomy [33] with three layers containing influencing factors, interaction performance aspects, and quality features, which are relevant for computer gaming.…”
Section: Gaming Qoe Taxonomy and Evaluation Methods Usedmentioning
confidence: 99%
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“…It results from the fulfillment of his or her expectations with respect to the utility and/or enjoyment of the application or service in the light of the user's personality and current state" [30]. Following the concept of that document we developed a taxonomy [33] with three layers containing influencing factors, interaction performance aspects, and quality features, which are relevant for computer gaming.…”
Section: Gaming Qoe Taxonomy and Evaluation Methods Usedmentioning
confidence: 99%
“…In [33], we have developed a taxonomy of Quality of Service (QoS) and QoE aspects related to gaming, see Fig. 1.…”
Section: Introductionmentioning
confidence: 99%
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“…These features have been partially derived from the Game Experience Questionnaire (GEQ, see below), and have been put into a relationship in the taxonomy proposed in [2]. The current draft considers the features aesthetics (the sensory experience the system elicits, and the extent to which this experience fits individual goals and spirit, influenced e.g.…”
Section: Current Draftmentioning
confidence: 99%
“…The taxonomy of [2] lists 4 user factors which potentially influence gaming QoE: Experience, playing style, intrinsic motivation, as well as other static or dynamic user factors such as age, gender, native language, current emotional status, boredom, distraction, or curiosity. Experience can be divided into general game experience (i.e., how much time the test participant spends weekly playing digital games), experience related to game type (i.e., how much experience does the test participant have related to the type of the game under test) and experience playing the exact game under test.…”
Section: Characteristics Of Test Participantsmentioning
confidence: 99%