AuthorsS. Schmidt, B. Naderi, S. S. Sabet, and S. Zadtootaghaj
EditorsS. Moller
TitleAssessing Interactive Gaming Quality of Experience Using a Crowdsourcing Approach
AfilliationMachine Learning
Project(s)Department of Holistic Systems
StatusPublished
Publication TypeProceedings, refereed
Year of Publication2020
Conference Name2020 Twelfth International Conference on Quality of Multimedia Experience (QoMEX)
Publisher IEEE
Abstract

Traditionally, the Quality of Experience (QoE) is assessed in a controlled laboratory environment where participants give their opinion about the perceived quality of a stimulus on a standardized rating scale. Recently, the usage of crowdsourcing micro-task platforms for assessing the media quality is increasing. The crowdsourcing platforms provide access to a pool of geographically distributed, and demographically diverse group of workers who participate in the experiment in their own working environment and using their own hardware. The main challenge in crowdsourcing QoE tests is to control the effect of interfering influencing factors such as a user's environment and device on the subjective ratings. While in the past, the crowdsourcing approach was frequently used for speech and video quality assessment, research on a quality assessment for gaming services is rare. In this paper, we present a method to measure gaming QoE under typically considered system influence factors including delay, packet loss, and framerates as well as different game designs. The factors are artificially manipulated due to controlled changes in the implementation of games. The results of a total of five studies using a developed evaluation method based on a combination of the ITU-T Rec. P.809 on subjective evaluation methods for gaming quality and the ITU-T Rec. P.808 on subjective evaluation of speech quality with a crowdsourcing approach will be discussed. To evaluate the reliability and validity of results collected using this method, we finally compare subjective ratings regarding the effect of network delay on gaming QoE gathered from interactive crowdsourcing tests with those from equivalent laboratory experiments.

URLhttps://ieeexplore.ieee.org/abstract/document/9123122
DOI10.1109/QoMEX48832.2020.9123122
Citation Key27248