2016 28th International Teletraffic Congress (ITC 28) 2016
DOI: 10.1109/itc-28.2016.313
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Insensitivity to Network Delay: Minecraft Gaming Experience of Casual Gamers

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Cited by 14 publications
(4 citation statements)
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“…Other oddities include: (i) mis-citing another questionnaire with the same acronym "Game Engagement Questionnaire" [4,5]; (ii) citing the KidsGEQ [44], a poster containing only seven example items, for a study with university students; (iii) citing the Future Play [41] and Fun & Games [10] which do not include any GEQ items; (iv) citing the Social Presence in Gaming Questionnaire (SPGQ) of which items are different from the core GEQ [43,60]; (v) citing the URL of the homepage of the research lab of which the GEQ originators were members, but without specifying the location of the document [63]; (vi) providing the authors and title of the GEQ without publication year or status [21]. These add up to 8 instances (or more than 10%) of the reviewed papers.…”
Section: Confusing and Untraceable Referencesmentioning
confidence: 99%
“…Other oddities include: (i) mis-citing another questionnaire with the same acronym "Game Engagement Questionnaire" [4,5]; (ii) citing the KidsGEQ [44], a poster containing only seven example items, for a study with university students; (iii) citing the Future Play [41] and Fun & Games [10] which do not include any GEQ items; (iv) citing the Social Presence in Gaming Questionnaire (SPGQ) of which items are different from the core GEQ [43,60]; (v) citing the URL of the homepage of the research lab of which the GEQ originators were members, but without specifying the location of the document [63]; (vi) providing the authors and title of the GEQ without publication year or status [21]. These add up to 8 instances (or more than 10%) of the reviewed papers.…”
Section: Confusing and Untraceable Referencesmentioning
confidence: 99%
“…Fritsch et al [53] ind players of the role-playing game Everquest 2 can tolerate hundreds of milliseconds of network latency. Hohlfeld et al [63] ind players of the casual game Minecraft are insensitive to network latencies of up to 1 second. Sheldon et al [125] show some aspects of play in the real-time strategy game Warcraft 3 are not afected by even a second of latency.…”
Section: The Efects Of Latency On Multiplayer Network Gamesmentioning
confidence: 99%
“…For network latency and other game genres, Fritsch et al [8] find players of the role-playing game Everquest 2 can tolerate hundreds of milliseconds of network latency. Hoßfeld et al [10] show players of the casual game Minecraft are insensitive to network latencies of up to 1 second. Sheldon et al [20] find some aspects of play in the real-time strategy game Warcraft 3 are not affected by up to a second of network latency.…”
Section: Related Workmentioning
confidence: 99%
“…There have been studies on network latency and commercial games [8,10], especially latency and first-person shooter (FPS) games [1][2][3]18] owing to the sensitivity of FPS games to network latency and the prevalence of FPS games in the competitive and esports scenes. However, such studies often evaluate non-expert gamers or high-end latencies (e.g., above 150 ms) that are not typically seen by competitive gamers.…”
mentioning
confidence: 99%