Quality-Influencing Factors in Mobile Gaming

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Quality-Influencing Factors in Mobile Gaming Quality-Influencing Factors in Mobile Gaming vorgelegt von Dipl.-Ing. Justus Philipp Beyer geb. in Leipzig von der Fakultät IV – Elektrotechnik und Informatik der Technischen Universität Berlin zur Erlangung des akademischen Grades Doktor der Ingenieurwissenschaften - Dr.-Ing. - genehmigte Dissertation Promotionsausschuss: Vorsitzender: Prof. Dr.-Ing. Albayrak Gutachter: Prof. Dr.-Ing. Sebastian Möller Gutachterin: Prof. Dr. Lea Skorin-Kapov Gutachter: Dr. Raimund Schatz Tag der wissenschaftlichen Aussprache: 14. November 2016 Berlin 2017 Abstract In the wake of the smartphone revolution, mobile games have not only become a spare time activity for the majority of phone owners, they have also created a prospering new industry. To thrive in an increasingly stiff competition, both game developers and service providers are seeking to improve their customers’ gaming experience and understand how it is affected by external infuences in order to distinguish themselves from their competitors. However, playing experience is the result of a complex interplay of numerous factors: While the game itself sets the stage and determines the rules, look, and sound of the play, its implementation has to adapt to the player’s device properties such as its screen size and available input methods, mobile network degradations, and respond to sudden interruptions such as incoming phone calls or contextual events like the player’s arrival at the right bus stop gracefully. Although subjective effects of many infuences have been studied for PC or console-based gaming in the past, this knowledge cannot be applied to mobile games straightforwardly as they differ from their stationary counterparts in various ways: Since smartphones and tablets are multi-purpose devices, they lack gaming-specifc controls such as joysticks or game-pads and instead feature touch input which leads to the obstruction of manipulated parts of the screen and conveys no immediate haptic feedback. Consequently, this thesis investigates the subjective effects of variations of the four quality-infuencing factors game, device, network, and context in mobile touch-based gaming individually using experimental studies with test participants. Conclusions are then drawn on how each of these factors infuences a player’s gaming experience. As common interactive methods for assessing gaming quality are time-consuming and potentially unrealistic due to interruptions incurred by the subjective self-assessments, two additional studies are presented, which explore novel test methodologies. The frst investigates the applicability of a standard non-interactive video assessment method for evaluating aspects of gaming quality, whereas the second examines using a physiological measure to obtain quality correlates as a substitute for having to interrupt and ask the player. Finally, this thesis concludes with a discussion of how the found effects of game imple- mentation, device size and network bandwidth affect future subjective gaming studies and considers further directions for research. Zusammenfassung Infolge der zunehmenden Verbreitung von Smartphones entwickelten sich mobile Spiele nicht nur zu einer Freizeitbeschäftigung für die Mehrzahl der Smartphone-Besitzer, sie schufen auch eine prosperierende neue Industrie. Um im wachsenden Wettbewerb bestehen und sich von ihrer Konkurrenz abheben zu können, streben Spiele-Entwickler und Service- Provider zunehmend danach, das subjektive Spieleerleben ihrer Kunden zu verbessern und zu verstehen, welchen externen Einfüssen dieses unterliegt. Dieser subjektive Qualitätseindruck ist jedoch das Ergebnis eines komplexen Zusam- menspiels einer Vielzahl von Faktoren: Während das Spiel selbst die Spielregeln, den visuellen und auditiven Eindruck bestimmt, muss sich seine technische Implementierung darüber hinaus an Eigenschaften des Endgeräts wie dessen Bildschirmgröße und verfügbare Eingabemethoden anpassen, auftretende Netzwerkstörungen kompensieren oder verschleiern und zudem angemessen auf auftretende Unterbrechungen wie eingehende Anrufe oder kon- textuelle Ereignisse wie z.B. das Erreichen der richtigen Bushaltestelle reagieren. Obwohl subjektive Effekte von zahlreichen Einfüssen für PC- oder Konsolenbasiertes Spielen bereits in Studien untersucht wurden, lassen sich deren Erkenntnisse nicht un- eingeschränkt auf mobile Spiele übertragen. Sie unterscheiden sich von ihren stationären Pendants in vielfältiger Weise: Weil Smartphones und Tablets Mehrzweckgeräte sind, fehlen ihnen spielespezifsche Eingabemöglichkeiten wie Joysticks oder Gamepads. Stattdessen wer- den die Geräte mittels Touchscreen bedient, wodurch es zu einer Verdeckung der berührten Bildschirmstelle kommt und zudem kein haptisches Feedback erfahren wird. In dieser Dissertation werden folglich Änderungen der vier Einfussfaktoren Spiel, Gerät, Netzwerk und Nutzungskontext einzeln für mobile Touch-basierende Spiele im Rahmen von Nutzerstudien untersucht und hieraus Schlussfolgerungen abgeleitet, wie diese einzelnen Faktoren auf das subjektive Spieleerleben einwirken. Da übliche interaktive Verfahren zur Bestimmung der Spielequalität zeitintensiv und durch wiederholte Unterbrechungen zur Abfrage subjektiver Selbsteinschätzungen potentiell unrealistisch sind, werden zwei weitere Studien präsentiert, die sich mit neuartigen Unter- suchungsverfahren auseinandersetzen. Die erste hiervon untersucht die Anwendbarkeit von nicht-interaktiven Videobeurteilungsmethoden zur Untersuchung der Spielequalität, während vi die zweite Studie die Eignung eines physiologischen Verfahrens untersucht, Qualitätskorre- late zu ermitteln, anstatt hierfür den Spieler unterbrechen und fragen zu müssen. Schließlich werden in dieser Dissertation die gefundenen Effekte von Spielimplemen- tierung, Gerätegröße und Netzwerkbandbreite und der widerlegte Kontexteinfuss diskutiert und mögliche Ansätze für weiterführende Forschung betrachtet. Acknowledgements During the past four years at the Quality and Usability Lab at Technische Universität Berlin, I have had the privilege to work with a team of excellent people. They have been an inexhaustible source of inspiration, guidance, and support. For this, I am immensely grateful. Foremost, I would like to express my appreciation and gratitude to my supervisor, Prof. Dr.-Ing. Sebastian Möller. You have been an outstanding mentor and coach, guiding and encouraging me over the course of my research and always fnding the time for some quick advice despite your most packed calendar. I would also like to thank my committee members, Prof. Dr. Lea-Skorin Kapov and Dr. Raimund Schatz for your advice and for your agreement and commitment to co-examine my thesis. Furthermore, to my colleagues at the Lab, Dr.-Ing. Jan-Niklas Voigt-Antons, Dr.-Ing. Tilo Westermann, Dr.-Ing. Benjamin Bähr, Dr. Benjamin Weiss, Dr.-Ing. Tim Polzehl, Dr.-Ing. Florian Hinterleitner, Dr. Dennis Guse, Dr.-Ing. Friedemann Köster, Steffen Zander, and Richard Varbelow, you not only provided invaluable advice and encouragement, but also made the work a thoroughly fun and joyful experience. I miss not only our discussions on research and plenty of other topics, but also (and particularly!) our regular meetings at the foosball table. Thank you also to Irene Hube-Achter and Yasmin Hillebrenner for your organizational support. You solved so many complex bureaucratic and administrative challenges with remarkable endurance, dependability, and often refreshing creativity. Tobias Hirsch and the Telekom Innovation Laboratories IT team deserve special thanks for their continuous support and fexibility in fnding balances between Telekom´s corporate IT rules and the network requirements of my academic research projects. Finally, this would not have been possible without my family. I am infnitely grateful for your patience and continuous support. Ina, Oskar, and Karl, you provided the foundation, balance, and strength which allowed me to complete this work. Table of contents List of Abbreviations xiii 1 Introduction 1 1.1 Challenges and Motivation . 2 1.2 Thesis Outline . 3 2 Assessing the quality of mobile gaming 5 2.1 Quality . 5 2.2 Game . 7 2.2.1 Characteristics of mobile gaming . 8 2.2.2 Classifcations of mobile games . 10 2.3 Taxonomy of gaming quality aspects . 12 2.4 Infuence factors . 13 2.5 Performance metrics . 13 2.6 QoE features and subjective self-assessment . 15 2.6.1 Flow . 16 2.6.2 Immersion . 17 2.6.3 Game Experience Questionnaire . 18 2.6.4 Self-Assessment Manikin . 19 2.6.5 Karolinska Sleepiness Scale . 20 2.6.6 Mean Opinion Score . 20 2.7 Physiological methods . 22 2.8 Subjective assessment of gaming experience . 23 2.9 Conclusion . 24 3 Infuence of the game 25 3.1 Introduction . 25 3.2 Related work . 26 x Table of contents 3.3 Methodology . 27 3.3.1 Selection of games . 27 3.3.2 Network simulation . 30 3.3.3 Simulated parameters . 31 3.3.4 Measurements . 31 3.4 Test procedure . 31 3.5 Results . 33 3.5.1 Overall comparison of the games . 33 3.5.2 Infuence of delay change . 35 3.6 Discussion . 39 3.6.1 Comparison of game behaviors with common delay level . 39 3.6.2 Comparison of game behaviors with changing delay levels . 40 3.6.3 Limitations . 41 3.7 Conclusion . 42 4 Infuence of the device 45 4.1 Introduction . 45 4.2 Related work . 46 4.3 Methodology . 47 4.3.1 Selection of games . 47 4.4 Test procedure . 50 4.5 Results . 50 4.6 Discussion . 52 4.6.1 Limitations . 53 4.7 Conclusion . 53 5 Infuence of the network 55 5.1 Introduction . 55 5.2 Related work . 56 5.2.1 Suitability of games for cloud gaming . 58 5.2.2
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