Crowd-based Study of Gameplay Impairments and Player Performance in DOTA 2

Author:

Hirth Matthias1,Borchert Kathrin2,Allendorf Fabian2,Metzger Florian2,Hoßfeld Tobias2

Affiliation:

1. TU Ilmenau, Ilmenau, Germany

2. University of Würzburg, Würzburg, Germany

Funder

Deutsche Forschungsgemeinschaft (DFG)

Publisher

ACM Press

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1. The State of Pilot Study Reporting in Crowdsourcing: A Reflection on Best Practices and Guidelines;Proceedings of the ACM on Human-Computer Interaction;2024-04-17

2. Literature Review: Latency Compensation Techniques for Online Gaming under an IoT Approach;2023 IEEE Colombian Caribbean Conference (C3);2023-11-22

3. The Effects of Network Latency on Counter-strike: Global Offensive Players;2022 14th International Conference on Quality of Multimedia Experience (QoMEX);2022-09-05

4. Interactive Assessment of Gaming QoE Using Crowdsourcing;Assessing the Quality of Experience of Cloud Gaming Services;2022-05-03

5. An Introduction to Online Video Game QoS and QoE Influencing Factors;IEEE Communications Surveys & Tutorials;2022

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