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Part of the book series: T-Labs Series in Telecommunication Services ((TLABS))

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Abstract

The gaming industry created the largest market in the entertainment sector surpassing box-office and music industry. The growth of market increased the innovation on emergence of new and better services to users. Cloud gaming is a new service that recently emerged which is characterized by delivering game contents from a server to user through a network as a video stream. It requires a reliable and low-latency network, which makes it a very challenging service. Using a cloud gaming service with high latency would harm the user’s interaction with the game. However, the negative effect of delay on gaming QoE depends on various factors that this book provides a better understanding on them and proposes techniques to reduce this impact. This chapter, discusses the detailed motivation and the research questions of this book.

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Notes

  1. 1.

    https://www.statista.com/statistics/293304/number-video-gamers/.

  2. 2.

    https://www.mordorintelligence.com/industry-reports/global-games-market.

References

  1. J. Huizinga, Homo ludens; a study of the play-element of culture. Boston: Beacon Press, 1955.

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  2. Qualinet White Paper on Definitions of Quality of Experience, COST Action IC 1003 (2013)

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  3. L. Pantel, L.C. Wolf, On the impact of delay on real-time multiplayer games, in Proceedings of the 12th International Workshop on Network and Operating Systems Support for Digital Audio and Video (2002), pp. 23–29

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Sabet, S.S. (2023). Introduction. In: The Influence of Delay on Cloud Gaming Quality of Experience. T-Labs Series in Telecommunication Services. Springer, Cham. https://doi.org/10.1007/978-3-030-99869-1_1

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  • DOI: https://doi.org/10.1007/978-3-030-99869-1_1

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  • Publisher Name: Springer, Cham

  • Print ISBN: 978-3-030-99868-4

  • Online ISBN: 978-3-030-99869-1

  • eBook Packages: EngineeringEngineering (R0)

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