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In this study we examine how much latency is required in an RTS-game (Real-Time Strategy) before the player quits the game. In the study latency is simulated in the games Age of Mythology and Starcraft: Brood War with the program WANem, and then the testplayers are asked ?Do you want to quit because of latency??. This data is then gathered and compiled into graphs to show the results. These results show that the limit for when players want to quit differs between the two games and that there are two factors that play into this. These factors are mainly the games mechanic, how the game is played, and how the game itself handles the latency. The results show that the limit for when players want to quit in Age of Mythology lies around 1000 ms, while in Starcraft: Brood War the limit is around 600 ms.

Författare

Mathias Johansson Michael Jangholt

Lärosäte och institution

Mälardalens högskola/Akademin för ekonomi, samhälle och teknik

Nivå:

"Högskoleuppsats". Självständigt arbete (examensarbete) för att erhålla högskoleexamen

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