Supporting The Changing Requirements For Online Gaming (2018)

By K. Scott Helms, Momentum Telecom

Gaming enthusiasts have had a somewhat checkered history of interaction with the service providers that are a critical component of their hobby. On one hand gamers have been early adopters of high speed connectivity, but on the other they have also driven calls, complaints, and had higher requirements than the average end user. We’ve also seen service providers fail to understand what mattered to gamers when they created packages and marketing materials, and as recent as this year network operators have blamed gamers for driving excess capacity usage. In this paper I will focus on real world usage patterns for online gaming by looking at actual traffic of both games and the supporting software that is commonly used like streaming and voice communications. One of the important shifts in gaming has been the rise of these ancillary programs that gamers use, and these drive very different networking requirements. They also increase the need for consistent performance, and perhaps more impactful in the short term is that they increase the visibility for customers of any issues that might be affecting their traffic. What the testing showed was a dramatic increase in upstream usage and a far higher requirement for low latency and reliable packet delivery. What’s even more interesting for operators is that these requirements help cement wired broadband solutions as critical for gamers, and as an industry we should begin thinking about gaming in a similar way that we think about video. Creating relationships inside the gaming ecosystem is clearly in our interests as a way of further fending off encroachment by cellular providers who have aggressively moved into the video space.

By clicking the "Download Paper" button, you are agreeing to our terms and conditions.

Similar Papers

Why Gaming Needs An Edge
By Alan Evans, EDGE GRAVITY by Ericsson
2019
Cable and Mobile Convergence: A Vision from the Cable Communities Around the World
By Jennifer Andréoli-Fang, PhD, CableLabs; John T. Chapman, Ian Campbell, & Mark Grayson, Cisco; Ahmed Bencheikh, Praveen Srivastava & Vikas Sarawat, Charter Communications; Drew Davis & Paul Blaser, Cox Communications; Damian Poltz & Dave Morley, Shaw Communications; Eduardo Panciera, Telecom Argentina; Philippe Perron, Sylvain Archambault, Eric Menu, Géraldine Trouillard & David Lagacé, Videotron; Gavin Young & Bruno Cornaglia, Vodafone
2020
Winning the Gaming War: Play for Cable Operator
By Alon Bernstein, Rajiv Asati & Sangeeta Ramakrishnan, Cisco Systems
2019
Leveraging Wideband and Full Spectrum Receiver Capabilities to Develop and Utilize Software-based Tools for Remote Spectrum Analysis and Troubleshooting
By K. Scott Helms,ZCorum and Jim Koutras, MaxLinear
2014
DOCSIS 1.1 – Where Gaming And Quality Of Service (QOS) Intersect
By Kenneth Gould, Time Warner Cable
2003
Approaches to Latency Management: Combining Hopby-Hop and End-to-End Networking
By Sebnem Ozer, Ph.D., Carl Klatsky, Dan Rice & John Chrostowski, Comcast
2020
Telecom Argentina: Transport Network Evolution For Future Services
By Javier Ger, Esteban Poggio & Miguel Masache Ojeda, Telecom Argentina; Furquan Ansari & Ben Tang, Bell Labs Consulting
2019
Evolution Of The British Telecom Switched-star Cable TV System
By John R Fox, British Telecom Research Labs
1989
PNM Approaches For In-Premise WiFi Networks – Applying Lessons Learned From DOCSIS Proactive Maintenance Practices
By Scott Helms, ZCorum
2015
Ubiquitous Content Discovery In A Federated Online Environment
By Michael Kazmier, Christopher Stasi, Avail-TVN
2010
More Results >>