250 likes | 513 Views
On The Battle between Lag and Online Gamers. Po-Han Tseng, Nai-Ching Wang, Ruei -Min Lin, and Kuan -Ta Chen Institute of Information Science, Academia Sinica Presented by Yu-Chun Chang (National Taiwan University ). Outline. Introduction Methodology Survey results Conclusion.
E N D
On The Battle between Lag and Online Gamers Po-Han Tseng, Nai-Ching Wang, Ruei-Min Lin, and Kuan-Ta Chen Institute of Information Science, Academia Sinica Presented by Yu-Chun Chang (National Taiwan University) CQR 2011 / Yu-Chun Chang
Outline • Introduction • Methodology • Survey results • Conclusion CQR 2011 / Yu-Chun Chang
Introduction (1/3) Online game server LAG ? Internet Player CQR 2011 / Yu-Chun Chang
Introduction (2/3) • LAG • When a game fails to respond to users’ commands or update the screen in a timely fashion • We want to understand • How do players perceive lag? • What do players think of the causes of lag? • How do players react to lag? CQR 2011 / Yu-Chun Chang
Introduction (3/3) • Contribution • We design an Internet survey to know about how game players feel about lag and how they react when encountering lag during game play CQR 2011 / Yu-Chun Chang
Outline • Introduction • Methodology • Survey results • Conclusion CQR 2011 / Yu-Chun Chang
Methodology • Our questionnaire comprises four sections • Player demographics (12 questions) • Perceptions of lag (9questions) • Reactions to lag (7 questions) • Solutions (5 questions) • Published on my3q.com • We also announced it on PTT.cc for 3 weeks • 229 respondents to the questionnaire CQR 2011 / Yu-Chun Chang
Outline • Introduction • Methodology • Survey results • Conclusion CQR 2011 / Yu-Chun Chang
I. Player Demographics Q3-Q4: Game play experience Q1: Age of players CQR 2011 / Yu-Chun Chang
I. Player Demographics Q5: Preference of games World of Warcraft CQR 2011 / Yu-Chun Chang
I. Player Demographics Q6: Game play frequency 6 PM – 10 PM Q7: Game play time
I. Player Demographics Q9: Internet service provider adopted CQR 2011 / Yu-Chun Chang
I. Player Demographics Q9: Host to gateway access method Q10: Gateway to Internet access method CQR 2011 / Yu-Chun Chang
I. Player Demographics Q12: Bandwidth of Internet access CQR 2011 / Yu-Chun Chang
II. Perceptions of Lag Q13: Frequency of lag Q14: Significance of lag CQR 2011 / Yu-Chun Chang
II. Perceptions of Lag Q15: Duration of lag 1. Link bandwidth 2. Game server 3. User’s PC 1. 2. Q16: Players’ intuition about root causes of lag 3. CQR 2011 / Yu-Chun Chang
II. Perceptions of Lag Q17: To what degree do players feel lag is related to the time of game play? Q18: To what degree do players feel lag is related to the number of avatars in the screen? CQR 2011 / Yu-Chun Chang
III. Reactions to Lag Q15: Reactions to lag CQR 2011 / Yu-Chun Chang
III. Reactions to Lag Q23: Interval time between reattempts Q27: To what degree do players think lag is the main cause to quit an online game? CQR 2011 / Yu-Chun Chang
III. Reactions to Lag Q28: Where or to whom do players usually complain about their lag problems? CQR 2011 / Yu-Chun Chang
IV. Solutions to Lag Q29: Strategies to solve lag None Upgrade access link Upgrade PC CQR 2011 / Yu-Chun Chang
IV. Solutions to Lag Q29: How often do players adopt network tools to detect the root cause of lag? CQR 2011 / Yu-Chun Chang
IV. Solutions to Lag Q31–Q32: What kind of tools do players demand to fight lag? CQR 2011 / Yu-Chun Chang
Conclusions • We present an Internet survey to understand how players perceive of and react to lag • Our survey results show that players usually have no means to fight lag • They are looking for a diagnostic tool that can infer the root cause of lag • Future work • Develop a diagnostic tool CQR 2011 / Yu-Chun Chang
Thank you for your attention! CQR 2011 / Yu-Chun Chang