{"status":"ok","message-type":"work","message-version":"1.0.0","message":{"indexed":{"date-parts":[[2026,3,25]],"date-time":"2026-03-25T15:22:45Z","timestamp":1774452165829,"version":"3.50.1"},"reference-count":21,"publisher":"Association for Computing Machinery (ACM)","issue":"1","license":[{"start":{"date-parts":[[2012,7,12]],"date-time":"2012-07-12T00:00:00Z","timestamp":1342051200000},"content-version":"vor","delay-in-days":0,"URL":"https:\/\/www.acm.org\/publications\/policies\/copyright_policy#Background"}],"content-domain":{"domain":["dl.acm.org"],"crossmark-restriction":true},"short-container-title":["SIGMOBILE Mob. Comput. Commun. Rev."],"published-print":{"date-parts":[[2012,7,12]]},"abstract":"<jats:p>With the evolution of mobile devices and networks, and the growing trend of mobile Internet access, rich multi-player gaming using mobile devices, similar to PC-based Internet games, has tremendous potential and interest. However, the current client-server architecture for PC-based Internet games, where most of the storage and computational burden of the game lies with the client device, does not work with mobile devices, constraining mobile gaming to either downloadable, single player games, or very light non-interactive versions of the rich multi-player Internet games. In this article, we study a cloud server based mobile gaming approach, termed Cloud Mobile Gaming (CMG), where the burden of executing the gaming engine is put on cloud servers, and the mobile devices just communicate the users' gaming commands to the servers. We analyze the factors affecting the Quality of user Experience (QoE) using the CMG approach, including the game genres, video settings, the conditions of server and client, and the conditions of the wireless network. A Mobile Gaming User Experience (MGUE) model is developed and validated through controlled subjective testing. We also develop a prototype for in-service measuring MGUE, and then use it to characterize user experience achievable using the CMG approach in a mobile cellular network. The MGUE model developed and validated in this article will be helpful for researchers and service providers to develop and assess the performance of future cloud mobile gaming techniques and services.<\/jats:p>","DOI":"10.1145\/2331675.2331679","type":"journal-article","created":{"date-parts":[[2012,7,19]],"date-time":"2012-07-19T14:38:25Z","timestamp":1342708705000},"page":"10-21","update-policy":"https:\/\/doi.org\/10.1145\/crossmark-policy","source":"Crossref","is-referenced-by-count":55,"title":["Cloud mobile gaming"],"prefix":"10.1145","volume":"16","author":[{"given":"Shaoxuan","family":"Wang","sequence":"first","affiliation":[{"name":"University of California, San Diego, CA"}],"role":[{"role":"author","vocabulary":"crossref"}]},{"given":"Sujit","family":"Dey","sequence":"additional","affiliation":[{"name":"University of California, San Diego, CA"}],"role":[{"role":"author","vocabulary":"crossref"}]}],"member":"320","published-online":{"date-parts":[[2012,7,12]]},"reference":[{"key":"e_1_2_1_1_1","doi-asserted-by":"publisher","DOI":"10.1109\/TMM.2004.837233"},{"key":"e_1_2_1_2_1","doi-asserted-by":"publisher","DOI":"10.1109\/MCOM.2004.1316526"},{"key":"e_1_2_1_3_1","volume-title":"Nov.","author":"Tasaka S.","year":"2007","unstructured":"S. Tasaka and Y. Watanabe , \" Real-Time Estimation of User-Level QoS in Audio-Video IP Transmission by Using Temporal and Spatial Quality,\" IEEE GLOBECOM , Nov. 2007 . S. Tasaka and Y. Watanabe, \"Real-Time Estimation of User-Level QoS in Audio-Video IP Transmission by Using Temporal and Spatial Quality,\" IEEE GLOBECOM, Nov. 2007."},{"key":"e_1_2_1_4_1","volume-title":"Nov.","author":"Yamagishi K.","year":"2006","unstructured":"K. Yamagishi and T. Hayashi , \" Opinion Model for Estimating Video Quality of Videophone Services,\" IEEE GLOBECOM , Nov. 2006 . K. Yamagishi and T. Hayashi, \"Opinion Model for Estimating Video Quality of Videophone Services,\" IEEE GLOBECOM, Nov. 2006."},{"key":"e_1_2_1_5_1","doi-asserted-by":"publisher","DOI":"10.4304\/jcm.3.1.41-50"},{"key":"e_1_2_1_6_1","doi-asserted-by":"crossref","unstructured":"S. Wang S. Dey \"Modeling and Characterizing User Experience in a Cloud Server Based Mobile Gaming Approach \" in IEEE GLOBECOM Nov. 2009.   S. Wang S. 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ITU-T Recommendation ITU-T P.800 \"Methods for Subjective Determination of Transmission Quality \" 1996."},{"key":"e_1_2_1_15_1","volume-title":"a Computational Model for Use in Transmission Planning","author":"U-T","year":"2005","unstructured":"IT U-T Recommendation G.107, \"The E-model , a Computational Model for Use in Transmission Planning ,\" Mar. 2005 . ITU-T Recommendation G.107, \"The E-model, a Computational Model for Use in Transmission Planning,\" Mar. 2005."},{"key":"e_1_2_1_16_1","unstructured":"ITU-T J.144 \"Objective Perceptual Video Quality Measurement Techniques for Digital Cable Television in the Presence of a Full Reference \" Mar. 2004.  ITU-T J.144 \"Objective Perceptual Video Quality Measurement Techniques for Digital Cable Television in the Presence of a Full Reference \" Mar. 2004."},{"key":"e_1_2_1_17_1","unstructured":"ITU-T Contribution COM12-D13-E \"Proposal on Basic Concepts of a Multimedia Quality Assessment Model \" Jan. 2005.  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