Pith. sign in

REVIEW 4 major objections 6 minor 59 references

Predicting Quality of Video Gaming Experience Using Global-Scale Telemetry Data and Federated Learning

T0 review · 4 major / 6 minor · reviewed 2026-08-11 · deepseek-v4-flash

Pith's one-line read The paper claims that a privacy-preserving federated model can predict the FPS distribution a player will experience for a given game, achieving a mean Wasserstein distance of 0.469 against ground truth and a 7.57% error reduction from…

desk verdict Valuable telemetry dataset and a plausible task, but the random split leaks entity identity through per-player/game kernels, so the headline numbers don't support the cold-start claim. read the letter →

arxiv 2412.08950 v3 pith:BY7NIGFB submitted 2024-12-12 cs.HC cs.AIcs.IR

classification cs.HCcs.AIcs.IR
keywords framespersecondgamingexperiencefederatedlearningtelemetrydataFPSdistributionpredictionlearnableknowledgekernelcoldstartWassersteindistance
verification ladder T0 review T1 audit T2 compute T3 formal

The pith

A machine-rendered reading of the paper's core claim, the machinery that carries it, and where it could break.

The reading

The paper sets out to show that a game's frame rate performance on a player's machine can be predicted as a distribution, not just as a pass/fail or a spec list, and that this can be done without moving raw player telemetry to a central server. A reader would care because pre-purchase FPS estimates could prevent wasted purchases and negative reviews, while the federated design keeps sensitive hardware, software, and session data on the player's device. The authors support this with a 76.4-million-session dataset from 100,000 players in 224 countries and 835 games, then train a model whose per-player and per-game knowledge kernels capture unquantifiable factors. Headline results are a mean Wasserstein distance of 0.469 and a 7.57% kernel-driven error reduction.

What carries the argument

The central object is the learnable knowledge kernel (LKK), a compact per-player and per-game embedding vector trained locally and aggregated by federated averaging. At each training step the network computes four outputs: no kernel, player kernel only, game kernel only, and both kernels; merge layers concatenate each kernel to the feature map and add the fused result through a skip connection, so the kernel refines rather than replaces the features. The four losses are averaged, which forces the network to remain accurate even when an identity's kernel is absent, and at inference a rule (e.g., at least three player records or ten game records) decides whether to plug a kernel in. The evaluation's primary metric is Wasserstein distance, which measures how much probability mass must be shifted to turn the predicted FPS distribution into the ground truth.

What would settle it

A strict split by player identity and game identity, with no overlap between training and validation entities, would test the generalization claim; if the Wasserstein distance rises toward the no-kernel baseline or the 7.57% kernel gain disappears, then the reported cold-start capability is an artifact of entity leakage.

Watch

Extended reading notes

Core claim

The paper claims that FPS prediction should be treated as a distribution-prediction problem at the player-game level, and that a federated neural network with identity-specific embeddings is the first method to solve it at global scale. It reports that a centralized version achieves Wasserstein distance 0.4698 and the federated version 0.4690, with cross entropy 1.3871, outperforming softmax regression, decision trees, random forest, and XGBoost. It further claims that the learnable knowledge kernels are not decorative: ablating both kernels raises Wasserstein distance to 0.5074, while using both brings it to 0.4690, a 7.57% improvement, and that the dynamic kernel switch preserves this benefit for cold-start users and games. It also establishes that macro-level economic indicators, GDP per capita (log) and Gini index, explain 62.5% of country-level variance in the 95% FPS floor, yielding a simple formula.

Load-bearing premise

The evaluation assumes an 80/20 random split of player-game pairs tells us how well the model generalizes to players and games it has never seen, but the same player and the same game can appear on both sides of the split, so the validation is not a clean cold-start test.

Editorial extensions

If this is right

  • If the 0.469 Wasserstein result holds in deployment, game storefronts could show a personalized, pre-purchase FPS distribution instead of a static minimum/recommended spec list.
  • Because federated training matches centralized accuracy on the reported headline metrics, a deployment can keep raw telemetry on devices and share only gradients, making the service compatible with stricter privacy rules.
  • The 42-bin version extends the same architecture to fine-grained distributions, supporting stutter-frequency and stability analyses for players who want more than a coarse rating.
  • The dynamic kernel switch means a new player or game can receive a cold-start prediction immediately, with the prediction sharpening as a few game records accumulate.
  • The macro-level correlations imply that regional rollouts could use GDP per capita and Gini index as a prior before device-level data arrives.

Reading between the lines

Editorial extensions of the paper, not claims the author makes directly.

  • Beyond the paper: the random 80/20 split means the reported 0.469 is partly an interpolation score; a strict player-disjoint and game-disjoint split would likely produce a higher distance and is the right benchmark for real storefront use.
  • The ablation results suggest the player kernel contributes more than the game kernel (0.4781 vs 0.4984 in Wasserstein distance), so a platform serving only one kernel type could reasonably prioritize player-history features.
  • A natural testable extension is to reuse the same LKK machinery for other experience outcomes such as stutter frequency, session length, or input latency, and to warm-start a newly released game from kernels of similar-genre titles.
Share X Bluesky LinkedIn Reddit HN

Signed reviews

No signed human review yet.

Editorial analysis

A structured set of objections, weighed in public.

Desk editor's note, referee report, and a circularity audit.

Referee Report

4 major / 6 minor

Summary. This paper tackles the problem of predicting, before purchase, the FPS distribution a player will experience in a given game. The authors contribute a large telemetry dataset (76.4 million game processes from 100,000 users across 224 countries and regions, covering 835 games), an analysis of micro-level (device type, CPU/GPU, OS) and macro-level (GDP per capita, Gini index) determinants of the 95% FPS floor, and a federated-learning MLP predictor in which every player and every game is assigned a trainable learnable knowledge kernel (LKK). The model is trained with a four-branch loss that averages predictions with and without each kernel, and a plug-and-play kernel-switching scheme is proposed to address cold start. Reported results include a mean Wasserstein distance of 0.469 (Table 5), a 7.57% improvement from using both kernels (Table 6), and an auxiliary 42-class FPS-distribution predictor. The paper's central evaluation claim is that the per-entity kernels and the federated strategy improve or match centralized baselines while handling cold start, and that the resulting model outperforms standard machine-learning baselines.

Significance. The dataset and the statistical analysis are the paper's clearest contributions: the scale (100K users, 835 games, 76.4M sessions) exceeds prior public work in this space, and the ANOVA/regression results on GPU/CPU/device and country-level socio-economic factors give practitioners concrete variable-selection guidance. The proposed architecture is lightweight (1.44 MB, sub-millisecond inference) and the comparison between centralized and federated training is a reasonable design choice. If the evaluation is repaired, the paper would provide a credible benchmark for device-aware FPS prediction. However, the headline numeric claims are currently conditional on the split-leakage fix: as reported, the 0.469 Wasserstein distance and the 7.57% kernel gain do not establish cold-start capability, and no uncertainty estimates support the small differences the paper emphasizes. I also note that the dataset and model code are not public, which limits independent verification; this is a limitation, not a defect.

major comments (4)
  1. [§6.3, §5.2] The random 80/20 split of player-game pairs described in §6.3 is incompatible with the paper's cold-start claims, and the stress-test concern lands. Because §5.2 attaches a unique trainable LKK to every player and every game, a validation pair can involve a player whose LKK was trained on that player's other sessions in the training set and a game whose LKK was trained on other players' sessions of the same game. The validation entities are therefore not new, so the mean Wasserstein distance of 0.469 (Table 5) and the 7.57% gain attributed to the kernels (Table 6: 0.5074 without kernels vs 0.4690 with both) do not measure cold-start performance; the gain may partly reflect per-entity memorization of FPS tendencies. Moreover, the baseline methods in Table 5 have no entity-specific parameters, so the comparison is not apples-to-apples for the cold-start setting. The evaluation should be redone with entity-disjoint splits (held-out players and held-out games evaluated separately, including the zero-record case), and the kernel-vs-no-kernel comparison should be reported within those splits.
  2. [§6.1–§6.3, Tables 5–6] All metrics are reported as single numbers with no error bars, confidence intervals, or significance tests. The differences that support the paper's claims are small: centralized 0.4698 vs federated 0.4690 in Table 5, and w/o kernels 0.5074 vs w/ game kernel only 0.4984 in Table 6. Without multiple seeds or paired significance testing, the 7.57% improvement and the conclusion that federated training does not degrade performance cannot be distinguished from run-to-run noise.
  3. [§5.2, §6.2] The plug-and-play cold-start protocol described in §5.2 (requiring at least three trained records for a player and ten records for a game before enabling the corresponding kernel) is never exercised in the reported experiments. Table 6 ablates fully trained kernels on the validation set, which tests enrichment by trained kernels rather than the cold-start regime for new players or games with few or zero prior records. The paper should evaluate the threshold-based protocol as a function of the number of available records per player and per game, including the strictly zero-record case.
  4. [§5.2, §6.3] The federated setup is under-specified, which makes the centralized-vs-federated parity result in Table 5 non-reproducible. The paper does not state how the 100,000 users map to FL clients, the number of communication rounds, the client sampling and aggregation strategy, or how game-level LKKs are updated from the distributed player devices even though a game kernel is shared across the players of that game; the statement that kernels are 'distributed and trained on each player's device' is ambiguous for shared game kernels.
minor comments (6)
  1. [§2.1, §7.3, Table 5, Fig. 1, Eq. (2)] Typos and inconsistent labels should be cleaned up: 'influnced' and 'and and statistics-based conclusion' (§2.1), 'centeralized/fedrated' (Table 5 caption), 'Fedrate' (Fig. 1), 'Auxillary' (§6.4), 'optimazation' (§7.3), and the malformed term 'log10α+− 0.42β' in Eq. (2).
  2. [§5.2, Fig. 7] The loss subscripts L_wg, L_wp, L_wb, L_wo in Fig. 7(b) are never defined; the text should state that these denote the losses with the game kernel, with the player kernel, with both kernels, and without kernels, respectively.
  3. [§4, Tables 1–4] p-values are reported as 0.000 or p = 0; these should be expressed as p < 0.001, and the ANOVA in Table 3 should clarify how games with multiple tags per categorical feature were entered into the analysis, since the note that 'the degree of freedom is not static' makes the design ambiguous.
  4. [§3] The data-exclusion cutoffs (sessions shorter than 5 minutes, players with fewer than 18 game processes, games with fewer than 10 records) are presented without justification; a brief rationale or sensitivity analysis would strengthen confidence in the preprocessing.
  5. [§6.1] The text reports the confusion matrix for the 'best centralized and federated trained models' without defining the selection criterion (for example, best validation Wasserstein distance across epochs); the criterion should be stated.
  6. [§2.2, §5.2, §8] The claim that sharing only gradients 'ensures user privacy' overstates what plain federated averaging provides; without differential privacy or an explicit threat model, the paper should say that the design reduces data exposure rather than guarantees privacy.

Circularity Check

1 steps flagged · score 5.0 of 10

The LKK ablation and headline 0.469 Wasserstein result are evaluated on a random player-game split where the same player and game can appear in both training and validation, so per-entity kernels can memorize the target entity instead of predicting it in a cold-start sense.

  1. fitted input called prediction [Section 5.2 (LKK training) and Section 6.3 (train/validation split); reported in Table 6]
    "we assign each player and game a unique learnable knowledge kernel (LKK), distributed and trained on each player's device. ... The dataset was randomly split into 80% training and 20% validation subsets."

    A random split of player-game pairs does not isolate new players or games: a validation pair can share its player with training pairs for that player's other games and share its game with training pairs from other players. Equations (4)-(6) feed the fitted player kernel K_p and game kernel K_g into the prediction. Since these kernels were trained on the same entity's other sessions, the 'w/ both' evaluation in Table 6 (WD 0.4690 vs 0.5074 without kernels) measures how well the kernels have memorized the target player's and target game's FPS tendencies, not how well the scheme predicts for genuinely unseen entities. The paper's stated cold-start goal is therefore not tested, and the 7.57% kernel gain is partly a construction artifact of the split.

full rationale

The base feature-based MLP is a standard supervised fit, and its network equations do not reduce to their inputs by definition, so there is no self-definitional circularity in the core architecture. The paper also does not rely on self-citations or imported uniqueness theorems. The circularity is confined to the central LKK claim: per-entity kernels are trained across all of a player's or game's records, while validation is a random split of player-game pairs rather than a split of players and games. Consequently, validation entities are not genuinely new, and the kernel ablation that supports Contribution (5) conflates entity memorization with cold-start generalization. Because the headline 0.469 result and the 7.57% reduction are both reported on this leakage-prone protocol, the main evidence for the paper's distinctive contribution is partially circular. An entity-disjoint or true cold-start split would be required to support the stated plug-and-play cold-start claim.

Assumptions & free parameters 4 free parameters · 5 assumptions · 1 invented entities

The model depends on hand-set bin and activation thresholds, arbitrary data-exclusion cutoffs, and several domain assumptions about FPS, process mapping, and representativeness. The random-split evaluation with per-entity kernels is the load-bearing weakness.

free parameters (4)
  • FPS class thresholds = 25, 45, 60, 145 Hz
    Hand-selected boundaries that define the 5-class ground truth and all reported classification metrics; different thresholds would change the task difficulty and results.
  • LKK activation thresholds = 3 player records, 10 game records
    Hand-set conditions for using player and game kernels at test time; no sensitivity analysis is provided, and they determine whether validation samples are warm or cold start.
  • GDP/Gini regression coefficients (Eq. 2) = intercept 6.84, slopes 12.84 and -0.42
    Ordinary least squares fit to country-level FPS averages; the paper presents this as a derived formula, but it is an empirical fit with R^2 = 0.625.
  • Data-exclusion cutoffs = 5-minute sessions, 18 player processes, 10 game records, 25-player feature threshold
    Arbitrary filtering choices that shape the dataset and can bias results toward active players and popular games; their impact is not analyzed.
assumptions (5)
  • domain assumption FPS distributions, specifically the 95% FPS floor, are a valid proxy for gaming quality of experience.
    Adopted from Liu et al. [38]; the paper's prediction target and evaluation inherit this assumption without re-testing it.
  • domain assumption The telemetry sample represents the global gaming population across countries and device classes.
    The paper claims 224 countries, but the distribution is heavily skewed (US 18.87%, Russia 6.98%), so selection effects could drive the macro correlations.
  • domain assumption Executable-to-game mapping through SteamDB scraping plus manual annotation correctly identifies game sessions.
    Ambiguous executables are discarded, but mapping errors would mislabel the ground truth FPS distributions.
  • ad hoc to paper A random 80/20 split of player-game pairs treats validation entities as independent of training entities.
    Section 6.3 uses a random split, while Section 5.2 attaches per-player and per-game kernels; the same player or game can appear in both splits, so the validation does not measure cold-start generalization.
  • ad hoc to paper Sending only gradients to the server provides sufficient privacy protection.
    Section 5.2 and Section 8 assume this; no differential privacy or secure aggregation is implemented, and gradients can leak information.
invented entities (1)
  • Per-player and per-game Learnable Knowledge Kernels (LKKs)
    purpose: Latent vectors meant to capture unquantifiable player habits and game optimization characteristics.
    They are learned parameters with no external falsifiable handle; their only evidence is an ablation whose random-split validation allows the same entities to appear in training and validation.

how reviews work

0 comments
Cite this review

Pith. "Pith review of Predicting Quality of Video Gaming Experience Using Global-Scale Telemetry Data and Federated Learning." pith.science (2026). https://pith.science/paper/BY7NIGFB

@misc{pith2026241208950,
  author       = {Pith},
  title        = {Pith review of: Predicting Quality of Video Gaming Experience Using Global-Scale Telemetry Data and Federated Learning},
  year         = {2026},
  howpublished = {\url{https://pith.science/paper/BY7NIGFB}},
  note         = {Machine review of arXiv:2412.08950}
}
read the original abstract

Frames Per Second (FPS) significantly affects the gaming experience. Providing players with accurate FPS estimates prior to purchase benefits both players and game developers. However, we have a limited understanding of how to predict a game's FPS performance on a specific device. In this paper, we first conduct a comprehensive analysis of a wide range of factors that may affect game FPS on a global-scale dataset to identify the determinants of FPS. This includes player-side and game-side characteristics, as well as country-level socio-economic statistics. Furthermore, recognizing that accurate FPS predictions require extensive user data, which raises privacy concerns, we propose a federated learning-based model to ensure user privacy. Each player and game is assigned a unique learnable knowledge kernel that gradually extracts latent features for improved accuracy. We also introduce a novel training and prediction scheme that allows these kernels to be dynamically plug-and-play, effectively addressing cold start issues. To train this model with minimal bias, we collected a large telemetry dataset from 224 countries and regions, 100,000 users, and 835 games. Our model achieved a mean Wasserstein distance of 0.469 between predicted and ground truth FPS distributions, outperforming all baseline methods.

Figures

Figures reproduced from arXiv: 2412.08950 by the authors.

Figure 1
Figure 1. The FPS of a game running on a device affect player’s performance and mood. By analyzing telemetry data from all [PITH_FULL_IMAGE:figures/full_fig_p002_1.png] view at source ↗
Figure 2
Figure 2. The result of the game performance benchmark tool provided by Black Myth: Wukong, an AAA game released in [PITH_FULL_IMAGE:figures/full_fig_p004_2.png] view at source ↗
Figure 3
Figure 3. Performance and configuration guide for the game [PITH_FULL_IMAGE:figures/full_fig_p005_3.png] view at source ↗
Figures from the paper (8 more)
Figure 4
Figure 4. Figure 4: The global distribution of player number (log scale) in this telemetry dataset. The United States (18.87%), Russia [PITH_FULL_IMAGE:figures/full_fig_p006_4.png]
Figure 5
Figure 5. Figure 5: The distribution of 95% FPS floor across CPU and GPU core parameters. Higher-spec GPU and CPU directly lead to a [PITH_FULL_IMAGE:figures/full_fig_p009_5.png]
Figure 6
Figure 6. Figure 6: The 95% FPS floor’s correlation with countries’ GDP per capita (Log Scale) and Gini index. [PITH_FULL_IMAGE:figures/full_fig_p011_6.png]
Figure 7
Figure 7. Figure 7: (a) illustrates the model structure and plug-and-play LKK usage. “+” in this figure means point-wise addition, and “C” [PITH_FULL_IMAGE:figures/full_fig_p012_7.png]
Figure 8
Figure 8. Figure 8: Confusion matrices for top-1 FPS bin categories comparing centralized and federated FPS predictors. Predictions are [PITH_FULL_IMAGE:figures/full_fig_p015_8.png]
Figure 9
Figure 9. Figure 9: Samples from the validation set, showing strong alignment between predicted and ground truth. [PITH_FULL_IMAGE:figures/full_fig_p015_9.png]
Figure 10
Figure 10. Figure 10: Some randomly-selected sample results from the validation set on full 42-classes FPS distribution prediction. [PITH_FULL_IMAGE:figures/full_fig_p016_10.png]
Figure 11
Figure 11. Figure 11: Some examples of negative comments from Steam complaining about the poor game performance. [PITH_FULL_IMAGE:figures/full_fig_p019_11.png]

Discussion (0). Continue with ORCID to comment.

Reference graph

Works this paper leans on

59 extracted references · 53 canonical work pages

  1. [1]

    Wo Long Dev Says Sorry about the Crappy PC Version but the Thing Is, You See, There Are Lots of Types of PC | PC Gamer

    2023. Wo Long Dev Says Sorry about the Crappy PC Version but the Thing Is, You See, There Are Lots of Types of PC | PC Gamer. https:// www.pcgamer.com/wo-long-dev-says-sorry-about-the-crappy-pc-version-but-the-thing-is-you-see-there-are-lots-of-types-of-pc/

  2. [2]

    Black Myth: Wukong on Steam

    2024. Black Myth: Wukong on Steam. https://store.steampowered.com/app/2358720/Black_Myth_Wukong/

  3. [3]

    Epic Games Store

    2024. Epic Games Store. https://store.epicgames.com/en-US/

  4. [4]

    Grand Theft Auto V -Configuration

    2024. Grand Theft Auto V -Configuration. https://steamdb.info/app/271590/config/

  5. [5]

    Home of the Cyberpunk 2077 Universe — Games, Anime & More

    2024. Home of the Cyberpunk 2077 Universe — Games, Anime & More. https://www.cyberpunk.net/us/en/

  6. [6]

    IGDB: Video Game Database API

    2024. IGDB: Video Game Database API. https://www.igdb.com/api

  7. [7]

    IGDB.Com - Discover, Rate & Track Your Games | Contribute to the Largest Video Games Database

    2024. IGDB.Com - Discover, Rate & Track Your Games | Contribute to the Largest Video Games Database. https://www.igdb.com/

  8. [8]

    IMF Data

    2024. IMF Data. https://www.imf.org/en/Data

Show all 59 references
  1. [9]

    NOBUNAGA’S AMBITION on Steam

    2024. NOBUNAGA’S AMBITION on Steam. https://store.steampowered.com/app/544990/NOBUNAGAS_AMBITION/

  2. [10]

    Steam Store

    2024. Steam Store. https://store.steampowered.com/. , Vol. 1, No. 1, Article . Publication date: February 2024. Predicting Quality of Video Gaming Experience Using Global-Scale Telemetry Data and Federated Learning • 21

  3. [11]

    2024. SteamDB. https://steamdb.info/

  4. [12]

    What is DirectX? - Microsoft Support

    2024. What is DirectX? - Microsoft Support. https://support.microsoft.com/en-us/topic/how-to-install-the-latest-version-of-directx- d1f5ffa5-dae2-246c-91b1-ee1e973ed8c2

  5. [13]

    2024. Why Is Cyberpunk 2077 so Horribly Optimised for PC, despite All the Delays and Promises? https://www.quora.com/Why-is- Cyberpunk-2077-so-horribly-optimised-for-PC-despite-all-the-delays-and-promises

  6. [14]

    World Bank Open Data

    2024. World Bank Open Data. https://data.worldbank.org

  7. [15]

    Xbox Games

    2024. Xbox Games. https://www.xbox.com/en-US/games

  8. [16]

    Tomisin Awosika, Raj Mani Shukla, and Bernardi Pranggono. 2024. Transparency and Privacy: The Role of Explainable AI and Federated Learning in Financial Fraud Detection. IEEE Access 12 (2024), 64551–64560

  9. [17]

    NguyenDinh C, PhamQuoc-Viet, PathiranaPubudu N, DingMing, SeneviratneAruna, LinZihuai, DobreOctavia, and HwangWon-Joo

  10. [18]

    Calvillo-Gámez, Paul Cairns, and Anna L

    Eduardo H. Calvillo-Gámez, Paul Cairns, and Anna L. Cox. 2015. Assessing the Core Elements of the Gaming Experience. In Game User Experience Evaluation, Regina Bernhaupt (Ed.). Springer International Publishing, Cham, 37–62

  11. [19]

    Pushpita Chatterjee, Debashis Das, and Danda B. Rawat. 2024. Federated Learning Empowered Recommendation Model for Financial Consumer Services. IEEE Transactions on Consumer Electronics 70, 1 (Feb. 2024), 2508–2516

  12. [20]

    Daoyuan Chen, Dawei Gao, Yuexiang Xie, Xuchen Pan, Zitao Li, Yaliang Li, Bolin Ding, and Jingren Zhou. 2023. FS-REAL: Towards Real-World Cross-Device Federated Learning. In Proceedings of the 29th ACM SIGKDD Conference on Knowledge Discovery and Data Mining (KDD ’23) . Associa...

  13. [21]

    Tianqi Chen and Carlos Guestrin. 2016. Xgboost: A scalable tree boosting system. In Proceedings of the 22nd acm sigkdd international conference on knowledge discovery and data mining . 785–794

  14. [22]

    Kajal T Claypool and Mark Claypool. 2007. On frame rate and player performance in first person shooter games. Multimedia systems 13, 1 (2007), 3–17

  15. [23]

    Mark Claypool and Kajal Claypool. 2009. Perspectives, Frame Rates and Resolutions: It’s All in the Game. In Proceedings of the 4th International Conference on Foundations of Digital Games (FDG ’09) . Association for Computing Machinery, New York, NY, USA, 42–49

  16. [24]

    Mark Claypool, Kajal Claypool, and Feissal Damaa. 2006. The effects of frame rate and resolution on users playing first person shooter games. In Multimedia computing and networking 2006 , Vol. 6071. SPIE, 607101

  17. [25]

    Elbir and Sinem Coleri

    Ahmet M. Elbir and Sinem Coleri. 2020. Federated Learning for Hybrid Beamforming in mm-Wave Massive MIMO.IEEE Communications Letters 24, 12 (2020), 2795–2799

  18. [26]

    Jie Feng, Can Rong, Funing Sun, Diansheng Guo, and Yong Li. 2020. PMF: A Privacy-preserving Human Mobility Prediction Framework via Federated Learning. Proc. ACM Interact. Mob. Wearable Ubiquitous Technol. 4, 1, Article 10 (March 2020), 21 pages. https: //doi.org/10.1145/3381006

  19. [27]

    Dorothée Hefner, Christoph Klimmt, and Peter Vorderer. 2007. Identification with the player character as determinant of video game enjoyment. In International conference on entertainment computing . Springer, 39–48

  20. [28]

    Klaus Hinum. 2024. Mobile Graphics Cards - Benchmark List. https://www.notebookcheck.net/Mobile-Graphics-Cards-Benchmark- List.844.0.html

  21. [29]

    IssaWael, MoustafaNour, TurnbullBenjamin, SohrabiNasrin, and TariZahir. 2023. Blockchain-Based Federated Learning for Securing Internet of Things: A Comprehensive Survey. Comput. Surveys (Jan. 2023)

  22. [30]

    Patrick Jagoda and Peter McDonald. 2018. Game Mechanics, Experience Design, and Affective Play. In The Routledge Companion to Media Studies and Digital Humanities , Jentery Sayers (Ed.). Routledge, New York, 174–182

  23. [31]

    Sai Praneeth Karimireddy, Satyen Kale, Mehryar Mohri, Sashank Reddi, Sebastian Stich, and Ananda Theertha Suresh. 2020. SCAFFOLD: Stochastic Controlled Averaging for Federated Learning. In Proceedings of the 37th International Conference on Machine Learning . PMLR, 5132–5143

  24. [32]

    Mariia Kashcha, Valerii Yatsenko, and Tamás Gyömörei. 2022. Country performance in e-sport: Social and economic development determinants. Journal of International Studies (2071-8330) 15, 4 (2022)

  25. [33]

    Christoph Klimmt, Daniel Possler, Nicolas May, Hendrik Auge, Louisa Wanjek, and Anna-Lena Wolf. 2019. Effects of soundtrack music on the video game experience. Media Psychology 22, 5 (2019), 689–713

  26. [34]

    Brendan McMahan, Felix X

    Jakub Konečný, H. Brendan McMahan, Felix X. Yu, Peter Richtárik, Ananda Theertha Suresh, and Dave Bacon. 2017. Federated Learning: Strategies for Improving Communication Efficiency. arXiv:1610.05492 [cs]

  27. [35]

    Li Li, Yuxi Fan, Mike Tse, and Kuo-Yi Lin. 2020. A Review of Applications in Federated Learning. Computers & Industrial Engineering 149 (Nov. 2020), 106854

  28. [36]

    Blerina Lika, Kostas Kolomvatsos, and Stathes Hadjiefthymiades. 2014. Facing the cold start problem in recommender systems. Expert systems with applications 41, 4 (2014), 2065–2073

  29. [37]

    Scott D Lipscomb and Sean M Zehnder. 2004. Immersion in the virtual environment: The effect of a musical score on the video gaming experience. Journal of Physiological Anthropology and Applied Human Science 23, 6 (2004), 337–343. , Vol. 1, No. 1, Article . Publication date: Fe...

  30. [38]

    Shengmei Liu, Atsuo Kuwahara, James J Scovell, and Mark Claypool. 2023. The Effects of Frame Rate Variation on Game Player Quality of Experience. In Proceedings of the 2023 CHI Conference on Human Factors in Computing Systems (CHI ’23) . Association for Computing Machinery, Ne...

  31. [39]

    Priyanka Mary Mammen. 2021. Federated Learning: Opportunities and Challenges. arXiv:2101.05428 [cs]

  32. [40]

    John McCarthy and Peter Wright. 2004. Technology as experience. interactions 11, 5 (2004), 42–43

  33. [41]

    Mitchell McEwan, Daniel Johnson, Peta Wyeth, and Alethea Blackler. 2012. Videogame control device impact on the play experience. In Proceedings of the 8th australasian conference on interactive entertainment: Playing the system . 1–3

  34. [42]

    Philipp Moll, Veit Frick, Natascha Rauscher, and Mathias Lux. 2020. How players play games: observing the influences of game mechanics. In Proceedings of the 12th acm international workshop on immersive mixed and virtual environment systems . 7–12

  35. [43]

    Department of Commerce

    National Institute of Standards and Technology / U.S. Department of Commerce. 2012. Tukey’s Method. InNIST/SEMATECH e-Handbook of Statistical Methods. Chapter 4.7.1. https://www.itl.nist.gov/div898/handbook/prc/section4/prc471.htm Accessed: 2024-08-01

  36. [44]

    Petr Parshakov and Marina Zavertiaeva. 2018. Determinants of performance in eSports: A country-level analysis. International Journal of Sport Finance 13, 1 (2018), 34–51

  37. [45]

    PfeifferKilian, RappMartin, KhaliliRamin, and HenkelJörg. 2023. Federated Learning for Computationally Constrained Heterogeneous Devices: A Survey. Comput. Surveys (July 2023)

  38. [46]

    Karl Popper. 2013. Knowledge and the Body-Mind Problem: In Defence of Interaction . Routledge, New York

  39. [47]

    Thomas J. Quirk. 2012. One-Way Analysis of Variance (ANOV A). Springer New York, New York, NY, 163–179. https://doi.org/10.1007/978- 1-4614-3725-3_8

  40. [48]

    Roth, Shadi Albarqouni, Spyridon Bakas, Mathieu N

    Nicola Rieke, Jonny Hancox, Wenqi Li, Fausto Milletarì, Holger R. Roth, Shadi Albarqouni, Spyridon Bakas, Mathieu N. Galtier, Bennett A. Landman, Klaus Maier-Hein, Sébastien Ourselin, Micah Sheller, Ronald M. Summers, Andrew Trask, Daguang Xu, Maximilian Baust, and M. Jorge Ca...

  41. [49]

    José Luis González Sánchez, Francisco Luis Gutiérrez Vela, Francisco Montero Simarro, and Natalia Padilla-Zea. 2012. Playability: analysing user experience in video games. Behaviour & Information Technology 31, 10 (2012), 1033–1054

  42. [50]

    Nicollas Silva, Thiago Silva, Heitor Werneck, Leonardo Rocha, and Adriano Pereira. 2023. User cold-start problem in multi-armed bandits: When the first recommendations guide the user’s experience. ACM Transactions on Recommender Systems 1, 1 (2023), 1–24

  43. [51]

    Alistair Raymond Bryce Soutter and Michael Hitchens. 2016. The relationship between character identification and flow state within video games. Computers in human behavior 55 (2016), 1030–1038

  44. [52]

    AntunesRodolfo Stoffel, André da CostaCristiano, KüderleArne, YariImrana Abdullahi, and EskofierBjörn. 2022. Federated Learning for Healthcare: Systematic Review and Architecture Proposal. ACM Transactions on Intelligent Systems and Technology (TIST) (May 2022)

  45. [53]

    Jessica E Tompkins and Nicole Martins. 2022. Masculine pleasures as normalized practices: Character design in the video game industry. Games and Culture 17, 3 (2022), 399–420

  46. [54]

    Madumitha Venkatasubramanian, Arash Habibi Lashkari, and Saqib Hakak. 2023. IoT Malware Analysis Using Federated Learning: A Comprehensive Survey. IEEE Access 11 (2023), 5004–5018

  47. [55]

    Hongyi Wang, Mikhail Yurochkin, Yuekai Sun, Dimitris Papailiopoulos, and Yasaman Khazaeni. 2020. Federated Learning with Matched Averaging. arXiv:2002.06440 [cs, stat]

  48. [56]

    Jialin Wang, Rongkai Shi, Wenxuan Zheng, Weijie Xie, Dominic Kao, and Hai-Ning Liang. 2023. Effect of Frame Rate on User Experience, Performance, and Simulator Sickness in Virtual Reality.IEEE Transactions on Visualization and Computer Graphics 29, 5 (2023), 2478–2488

  49. [57]

    Alexander Watson. 2020. Deep Learning Techniques for Super-Resolution in Video Games. arXiv:2012.09810 [cs, eess]

  50. [58]

    Xunzheng Zhang, Alex Mavromatis, Antonis Vafeas, Reza Nejabati, and Dimitra Simeonidou. 2023. Federated Feature Selection for Horizontal Federated Learning in IoT Networks. IEEE Internet of Things Journal 10, 11 (June 2023), 10095–10112. Received 20 February 2007; revised 12 M...

  51. [2022]

    ACM Computing Surveys (CSUR) (Feb

    Federated Learning for Smart Healthcare: A Survey. ACM Computing Surveys (CSUR) (Feb. 2022)

Pith tools

Reviewed August 11, 2026 · model on record in the stance chip above.