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A Model Predicting Gaming QoE for Mobile Online Gaming

In 2018, the gaming industry generated almost $135 billion and is expected to reach $180.1 billion by 2021. Mobile gaming has the largest market shares of all gaming domains, accounting for $63.2 billion in 2018. Similar to cloud gaming services, the gaming QoE can be strongly influenced by network degradations, concretely by delay and packet loss.

Thus, network providers need to ensure fast and reliable connections between the gaming servers and clients of the users.

In the work item G.OMG, strongly contributed by TUB at ITU-T Study Group 12, Question 13, an opinion model predicting gaming Quality of Experience (QoE) of cloud gaming services is developed.

Even though mobile online games do not contain a video stream, many achievements of this work item, which is also based on the knowledge summarized in the related ITU-T Rec. G.1032 and P.809 recommendations can be used to develop a model for mobile online gaming services.

Therefore, TUB as an active member of ITU-T Study Group 12 initiated a new work item, named G.OMMOG,  to develop a model predicting the quality of Online Mobile Gaming services.

This work item is in line with activities within the ACCORDION project to develop the QoE model for the ORBK application. The result of this work, once it becomes a publically available recommendation, will have a broad impact helping service providers to offer high-quality services and satisfy their customers.

To learn more about the ITU-T activities with respect to gaming QoE assessment, please refer to the following link: https://www.itu.int/net4/ITU-T/lists/loqr.aspx?Group=12&Period=16

Written by Saman Zadtootaghaj | TUB