Article,

QoE for Cloud Gaming

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IEEE Communications Society E-Letter, (November 2015)

Abstract

Cloud Gaming combines the successful concepts of Cloud Computing and Online Gaming. It provides the entire game experience to the users by processing the game in the cloud and streaming the contents to the player. The player is no longer dependent on a specific type or quality of gaming hardware, but is able to use common devices. However, at the same time the end device needs a broadband internet connection and the ability to display a video stream properly. While this may reduce hardware costs for users and increase the revenue for developers by leaving out the retail chain, it also raises new challenges for Quality of Service (QoS) in terms of bandwidth and latency for the underlying network. In particular, there is a strong interest in the player’s Quality of Experience (QoE) by the involved stakeholders, ie, the game providers and the network operators. Given similar pricing schemes, players are likely to be influenced by expected and experienced quality. Thus, a provider is interested to understand QoE and to react on QoE problems by managing or adapting the service. There is also a strong academic interest, since QoE for cloud gaming as well as managing QoE for cloud gaming addresses a multitude of fascinating challenges in QoE. One might think that the topic of online video games is equally popular in research, but efforts are often solely focused on cloud gaming and its subjective QoE through user studies. Compared to plain video streaming, the inner properties of video games are not that straight-forward to observe from the outside. But to conduct proper measurements, it is essential to understand them.

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