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  • About
  • The Global ETD Search service is a free service for researchers to find electronic theses and dissertations. This service is provided by the Networked Digital Library of Theses and Dissertations.
    Our metadata is collected from universities around the world. If you manage a university/consortium/country archive and want to be added, details can be found on the NDLTD website.
1

Network Gaming : Performance and Traffic Modeling

Åkervik, Mattias January 2006 (has links)
There are several different types of games that are played in multiplayer mode over networks. The type of network games that, from a network’s perspective, are the most demanding is real-time based multiplayer games. Users of such games both assume and require that game play interaction happens in near real-time and these games often support a large number of simultaneous players. Most networks are specialized to either voice traffic (such as the first and second generation of mobile networks) or data traffic (such as wired data networks). It is not clear that the requirements for such real time games can always be met on either type of network. The core of this thesis investigates the performance requirements real-time multiplayer games place on packet switched data networks and the connection between network impairments and game quality degradation. Traffic generated by network games distinguishes itself from other traffic both regarding its general characteristics and the requirements it places on the network. Understanding these traffic characteristics, requirements, and what consequences failures to support such requirements entail are of great importance when designing new networks in order to guarantee suitable quality of service for such real-time games. / Det finns idag en stor mängd datorspel som spelas i flerspelarläge över nätverk. De spel som från ett hårdvaru- och nätverksperspektiv ställer högst krav är realtidsbaserade flerspelarspel. Slutanvändare av dessa realtidsspel både förutsätter och tar för givet att interaktionen sker i så nära realtid som möjligt samtidigt som dessa spel ofta stödjer ett stort antal samtidiga användare. De flesta nätverk är i första hand anpassade för rösttrafik (som första och andra generationens mobilnät) eller datatrafik (som trådade datanätverk). Det står inte klart huruvida någon av dessa nätverk kan garantera tillräcklig prestanda för att en acceptabel spelkvalité skall uppnås för slutanvändaren. Kärnan i denna rapport utreder vilka krav som dagens mest krävande realtidsbaserade flerspelarspel ställer på nätverken de spelas över samt kopplingen mellan brister i dessa nätverk och den upplevda spelkvalitén för användarna. Trafik genererad av realtidsbaserade flerspelarspel särskiljer sig från annan trafik både när det gäller generell karaktäristik och när det gäller de krav som de ställer på nätverken. Det är viktigt att ha en förståelse kring den trafik som dessa spel skapar, kraven de ställer, samt de konsekvenser ett misslyckande av upprätthållande av sådana krav medför. Denna förståelse är av yttersta vikt när man designar nya nätverk för att kunna erbjuda en passande Quality of Service för denna typ av interaktiva multimediatjänster.
2

Exploring the thoughts and thinking strategies used by gamers during multiplayer gameplay in different genres of popular computer games

Van Coppenhagen, Christian 19 November 2007 (has links)
In light of the growing concern about the psychological impact of computer, console and handheld electronic games (digital games), this research explores the thoughts and thinking strategies of game players (gamers) during gameplay. It attempts to achieve this goal by means of using a form of verbal analysis based on the 'think out loud' method of Protocol Analysis. The recordings of gamers engaged in the 'think out loud' exercise during gameplay at a gaming networking session were transcribed and analyzed. These gamers participated in two different genres of games. The fist was a First-Person Shooter (FPS) and the second a Real Time Strategy (RTS). The content of the different transcripts were categorized using cognitive models and theories. From this process a nine category classification framework was developed. By dividing identified thought segments into these different categories, a quantitative frequency analysis was possible. This supplemented the overall qualitative exploration of gamers’ thoughts and thinking strategies. The results of this study indicate that different genres of games stimulate different concentrations of different types of thoughts. Overall these concentrations numerically classify gaming as an activity in terms of perception, cognition, emotion, and self immersion. It also indicated that each genre has its own unique influence and that each player is uniquely engaged. Besides providing insight into gamers’ thoughts and thinking strategies, this study also provides evidence that an adapted form of verbal analysis is suitable in exploring a visually absorbing activity such as gaming. / Dissertation (MA)--University of Pretoria, 2006. / Psychology / unrestricted

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