Lower is Better? The Effects of Local Latencies on Competitive First-Person Shooter Game Players

要旨

Video game play is among the most popular forms of entertainment in the world and eSports is a multi-billion dollar industry. Esports gamers, and competitive gamers more broadly, want fast game systems to maximize their chances of winning. In general, the faster the game system, the lower the latency between a player's action and the intended outcome. But how much small reductions in local latencies benefit competitive players is not known. This paper presents results from a 43-person user study that evaluates the impact of system latencies for high-end gaming systems (below 125 ms) on experienced Counter-strike: Global Offensive (CS:GO) players. Analysis of the results show pronounced benefits to CS:GO player performance (accuracy and score) for even small reductions in latency, with subjective opinions on Quality of Experience following suit.

著者
Shengmei Liu
Worcester Polytechnic Institute, Worcester, Massachusetts, United States
Mark Claypool
WPI, Worcester, Massachusetts, United States
Atsuo Kuwahara
Intel Corporation, Hillsboro, Oregon, United States
Jamie Sherman
Intel Corporation, Portland, Oregon, United States
James J. Scovell
Intel Corporation, Hillsboro, Oregon, United States
DOI

10.1145/3411764.3445245

論文URL

https://doi.org/10.1145/3411764.3445245

動画

会議: CHI 2021

The ACM CHI Conference on Human Factors in Computing Systems (https://chi2021.acm.org/)

セッション: eSports, Streaming, Social Play

[A] Paper Room 06, 2021-05-10 17:00:00~2021-05-10 19:00:00 / [B] Paper Room 06, 2021-05-11 01:00:00~2021-05-11 03:00:00 / [C] Paper Room 06, 2021-05-11 09:00:00~2021-05-11 11:00:00
Paper Room 06
12 件の発表
2021-05-10 17:00:00
2021-05-10 19:00:00
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