Games Are Not Equal: Classifying Cloud Gaming Contexts for Effective User Experience Measurement

To tap into the growing market of cloud gaming, whereby game graphics is rendered in the cloud and streamed back to the user as a video feed, network operators are creating monetizable assurance services that dynamically provision network resources. However, without accurately measuring cloud gaming user experience, they cannot assess the effectiveness of their provisioning methods. Basic measures such as bandwidth and frame rate by themselves do not suffice, and can only be interpreted in the context of the game played and the player activity within the game. This paper equips the network operator with a method to obtain a real-time measure of cloud gaming experience by analyzing network traffic, including contextual factors such as the game title and player activity stage. Our method is able to classify the game title within the first five seconds of game launch, and continuously assess the player activity stage as being active, passive, or idle. We deploy it in an ISP hosting NVIDIA cloud gaming servers for the region. We provide insights from hundreds of thousands of cloud game streaming sessions over a three-month period into the dependence of bandwidth consumption and experience level on the gameplay contexts.

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Publication Details

Published
2025-10-28
DOI
https://doi.org/10.1145/3730567.3764455
Primary Topic
Peer-to-Peer Network Technologies
Type
article
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article

Games Are Not Equal: Classifying Cloud Gaming Contexts for Effective User Experience Measurement

Minzhao Lyu, Vijay Sivaraman, Yifan Wang
Peer-to-Peer Network Technologies
article

Games Are Not Equal: Classifying Cloud Gaming Contexts for Effective User Experience Measurement

Minzhao Lyu, Vijay Sivaraman, Yifan Wang
article en

Abstract

To tap into the growing market of cloud gaming, whereby game graphics is rendered in the cloud and streamed back to the user as a video feed, network operators are creating monetizable assurance services that dynamically provision network resources. However, without accurately measuring cloud gaming user experience, they cannot assess the effectiveness of their provisioning methods. Basic measures such as bandwidth and frame rate by themselves do not suffice, and can only be interpreted in the context of the game played and the player activity within the game. This paper equips the network operator with a method to obtain a real-time measure of cloud gaming experience by analyzing network traffic, including contextual factors such as the game title and player activity stage. Our method is able to classify the game title within the first five seconds of game launch, and continuously assess the player activity stage as being active, passive, or idle. We deploy it in an ISP hosting NVIDIA cloud gaming servers for the region. We provide insights from hundreds of thousands of cloud game streaming sessions over a three-month period into the dependence of bandwidth consumption and experience level on the gameplay contexts.

UNSW Sydney (AU)
Openalex Percentile: Top 59%
Peer-to-Peer Network Technologies
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