1. Qualinet White Paper on Definitions of Quality of Experience, COST Action IC 1003 (2013)
2. 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
3. J. Juul, Half-real: Video Games Between Real Rules and Fictional Worlds (MIT press, New York, 2011)
4. ITU-T Recommendation G.1032, Influence Factors on Gaming Quality of Experience (International Telecommunication Union, Geneva, 2017)
5. P. Mell, T. Grance, Draft nist working definition of cloud computing-v15, vol. 2 (2009), pp. 123–135