Change search
CiteExportLink to record
Permanent link

Direct link
Cite
Citation style
  • apa
  • ieee
  • modern-language-association-8th-edition
  • vancouver
  • Other style
More styles
Language
  • de-DE
  • en-GB
  • en-US
  • fi-FI
  • nn-NO
  • nn-NB
  • sv-SE
  • Other locale
More languages
Output format
  • html
  • text
  • asciidoc
  • rtf
Undersökning om spelares uppfattning om latency i realtidsstrategispel
Södertörn University, School of Natural Sciences, Technology and Environmental Studies.
Södertörn University, School of Natural Sciences, Technology and Environmental Studies.
2013 (Swedish)Independent thesis Basic level (degree of Bachelor), 10 credits / 15 HE creditsStudent thesisAlternative title
Study on the player's perception of latency in real-time strategy games (English)
Abstract [en]

In this study we examine how much latency is required in an RTS-game (Real-Time Strategy) before the player quits the game. In the study latency is simulated in the games Age of Mythology and Starcraft: Brood War with the program WANem, and then the testplayers are asked “Do you want to quit because of latency?”. This data is then gathered and compiled into graphs to show the results. These results show that the limit for when players want to quit differs between the two games and that there are two factors that play into this. These factors are mainly the games mechanic, how the game is played, and how the game itself handles the latency. The results show that the limit for when players want to quit in Age of Mythology lies around 1000 ms, while in Starcraft: Brood War the limit is around 600 ms.

Abstract [sv]

I denna studie undersöks det hur hög latency som krävs i ett RTS-spel (RealtidsStrategi) innan spelaren avslutar spelet. I studien simuleras latency i spelen Age of Mythology och Starcraft: Brood War med hjälp av programmet WANem, därefter får testpersonerna följande fråga ställda till sig: “Vill du sluta spela på grund av latency?”, denna data samlas sedan in och kompileras till grafer för att kunna visa resultaten. Resultaten som studien får fram är att gränsen skiljer sig mellan spelen och att det finns två faktorer som bidrar till detta, faktorerna är Spelets mekanik och Hur spelet hanterar latency. De siffror som studien har fått fram är att gränsen i Age of Mythology ligger på cirka 1000 ms medan gränsen i Starcraft: Brood War ligger på cirka 600 ms.

Place, publisher, year, edition, pages
2013. , 24 p.
Keyword [en]
Latency, Network, Gaming, Multiplayer, Real-Time Strategy
Keyword [sv]
Fördröjning, Nätverk, Spelande, Flerspelare, Realtidsstrategi
National Category
Media and Communication Technology
Identifiers
URN: urn:nbn:se:sh:diva-22807OAI: oai:DiVA.org:sh-22807DiVA: diva2:706743
Subject / course
Media Technology
Uppsok
Technology
Supervisors
Examiners
Available from: 2014-03-21 Created: 2014-03-21 Last updated: 2014-03-21Bibliographically approved

Open Access in DiVA

fulltext(898 kB)154 downloads
File information
File name FULLTEXT01.pdfFile size 898 kBChecksum SHA-512
799e841b0e772daa4924abf884fb41c709c838932c78766e4456aa8b7b377c7529c9131986d50303542e8ebf74e68162ce9f55daa805e5c4f1a09a0b58bb3523
Type fulltextMimetype application/pdf

Search in DiVA

By author/editor
Lövelius, MarcusRomin, Oscar
By organisation
School of Natural Sciences, Technology and Environmental Studies
Media and Communication Technology

Search outside of DiVA

GoogleGoogle Scholar
Total: 154 downloads
The number of downloads is the sum of all downloads of full texts. It may include eg previous versions that are now no longer available

urn-nbn

Altmetric score

urn-nbn
Total: 232 hits
CiteExportLink to record
Permanent link

Direct link
Cite
Citation style
  • apa
  • ieee
  • modern-language-association-8th-edition
  • vancouver
  • Other style
More styles
Language
  • de-DE
  • en-GB
  • en-US
  • fi-FI
  • nn-NO
  • nn-NB
  • sv-SE
  • Other locale
More languages
Output format
  • html
  • text
  • asciidoc
  • rtf