شناسایی عوامل و شاخص های مدل سنجش کیفیت خدمات صنعت بازیهای رایانهای بر بستر ابر
محورهای موضوعی :محمدتقی تقوی فرد 1 , محمد علی عباسپور 2
1 - عضو هیئت علمی
2 - علامه طباطبایی
کلید واژه: کیفیت خدمات, مدلهای سنجش کیفیت خدمات, خدمات مبتني بر ابر, صنعت بازیهای رایانهای.,
چکیده مقاله :
یکی از مهمترین بخشهای رسانهای و سرگرمی در دنیاي امروز، صنعت بازیهای رایانهای است. تعداد کاربران این نوع بازیها بهصورت مستمر در حال افزایش است و کسبوکارهای این صنعت رشد چشمگیري کردهاند؛ بهطوری که این رشد گردش مالی میلیون دلاري را براي شرکتهای توسعهدهنده این نوع بازیها به دنبال داشته است. ازاینرو، هدف اصلی این پژوهش ارائه مدلی جهت سنجش کیفیت خدمات بر بستر ابر در صنعت بازیهای رایانهای است. پژوهش حاضر ازنظر هدف کاربردی-توسعه اي است و جزء تحقيقات کيفی بهحساب میآيد. همچنين اين پژوهش از منظر شیوه گردآوری اطلاعات تحقیق «توصیفی-غيرآزمايشي» محسوب ميشود. در این پژوهش براي سنجش کیفیت خدمات صنعت بازیهای رایانهای بر بستر ابر، پس از بررسی ادبیات نظری پژوهش و مدلهای موجود و انجام روش دلفي، 52 شاخص در قالب 9 بعد اصلی شناسایی شدند. نتایج پژوهش مدلی جامع برای سنجش کیفیت خدمات صنعت بازیهای رایانهای بر بستر ابر ارائه می کند که میتواند مورداستفاده صنعت گران و پژوهشگران قرار گیرد.
n today's world, one of the most important media and entertainment sectors is the gaming industry. The number of users of this type of games is constantly increasing and Businesses in this industry have grown dramatically. This has led to a dollars million turnover boost for developer companies of this kind of games. Therefore, the main aim of this study is to provide a model for measuring the quality of services on the cloud platform in the gaming industry. The present research is a developmental-applied objective and is a part of qualitative research. This research is also a survey research in terms of data gathering. In this study, 52 indicators were identified in 9 main dimensions after evaluating theoretical literature of the research and existing models and Delphi method for assessing the quality of the cloud computing services industry. The results of the research provide a comprehensive model for assessing the quality of cloud computing services industry services that can be used by industry and researchers.
[1] Ross, P. E. Cloud computing's killer app: Gaming. IEEE Spectrum, 46(3), 14-14, 2009.
[2] Amiri, M., Osman, H. A., Shirmohammadi, S., & Abdallah, M. Toward delay-efficient game-aware data centers for cloud gaming. ACM Transactions on Multimedia Computing, Communications, and Applications (TOMM), 12(5s), 71, 2016.
[3] Cai, W., Chen, M., & Leung, V. C. Toward gaming as a service. IEEE Internet Computing, 18(3), 12-18, 2014.
[4] Claypool, M. Motion and scene complexity for streaming video games. In Proceedings of the 4th International Conference on Foundations of Digital Games(pp. 34-41, 2009, April. ACM.
[5] Gupta, A., & Dutta, K. Cloud Gaming: Architecture and Quality of Service. Career Point University Hamirpur Research Journal, 1(2), 19-22, 2015.
[6] Murugesan, S., & Bojanova, I. (Eds.). Encyclopedia of cloud computing. John Wiley & Sons, 2016.
[7] Claypool, M., Finkel, D., Grant, A., & Solano, M. Thin to win?: network performance analysis of the OnLive thin client game system. In Proceedings of the 11th Annual Workshop on Network and Systems Support for Games (p. 1), 2012, November. IEEE Press.
[8] Shea, R., Liu, J., Ngai, E. C. H., & Cui, Y. Cloud Gaming: architecture and performance. IEEE network, 27(4), 16-21, 2013.
[9] Chen, K. T., Chang, Y. C., Tseng, P. H., Huang, C. Y., & Lei, C. L. Measuring the latency of cloud gaming systems. In Proceedings of the 19th ACM international conference on Multimedia (pp. 1269-1272)., 2011, November, ACM.
[10] Aleem, S., Capretz, L. F., & Ahmed, F. Empirical investigation of key business factors for digital game performance. Entertainment Computing, 13, 25-36, 2016.
[11] Dabholkar, P. A. How to improve perceived service quality by increasing customer participation. In Proceedings of the 1990 Academy of Marketing Science (AMS) Annual Conference (pp. 483-487), 2015. Springer International Publishing.
[12] Chauhan, S., & Jaiswal, M. Exploring factors affecting service quality of ERP on cloud: a revelatory case study. International Journal of Business Information Systems, 19(1), 87-102, 2015.
[13] Wen, P. X., & Dong, L. Quality model for evaluating SaaS service. In Emerging Intelligent Data and Web Technologies (EIDWT), 2013 Fourth International Conference on (pp. 83-87), 2013, September. IEEE.
[14] Hu, H., & Zhang, J. The evaluation system for cloud service quality based on servqual. In Proceedings of the 2012 International Conference on Information Technology and Software Engineering (pp. 577-584), 2013. Springer Berlin Heidelberg.
[15] Grandhi, V. V. S. S. G. On the Quality of Service of mobile cloud gaming using GamingAnywhere, 2016.
[16] Pedersen, J. M., Riaz, M. T., Junior, J. C., Dubalski, B., Ledzinski, D., & Patel, A. Assessing measurements of QoS for global cloud computing services. In Dependable, Autonomic and Secure Computing (DASC), 2011 IEEE Ninth International Conference on (pp. 682-689), 2011, December. IEEE.
[17] Wu, H. C., & Hsu, F. S. A multi-dimensional and hierarchical model of service quality in the gaming industry. International Journal of Tourism Sciences, 12(3), 90-118, 2012.
[18] Lampe, U., Wu, Q., Dargutev, S., Hans, R., Miede, A., & Steinmetz, R. Assessing latency in cloud gaming. In International Conference on Cloud Computing and Services Science (pp. 52-68), 2013, May. Springer, Cham.
[19] Gharsallaoui, R., Hamdi, M., & Kim, T. H. A Comparative Study on Cloud Gaming Platforms. In Control and Automation (CA), 2014 7th Conference on (pp. 28-32), 2014, December. IEEE.
[20] Beyer, J., & Möller, S. Assessing the Impact of Game Type, Display Size and Network Delay on Mobile Gaming QoE. PIK-Praxis der Informationsverarbeitung und Kommunikation, 37(4), 287-295, 2014.
[21] Wen, Z. Y., & Hsiao, H. F. QoE-driven performance analysis of cloud gaming services. In Multimedia Signal Processing (MMSP), 2014 IEEE 16th International Workshop on (pp. 1-6), 2014, September. IEEE.
[22] Chen, K. T., Chang, Y. C., Hsu, H. J., Chen, D. Y., Huang, C. Y., & Hsu, C. H. On the quality of service of cloud gaming systems. IEEE Transactions on Multimedia, 16(2), 480-495, 2014.
[23] Beyer, J., Varbelow, R., Antons, J. N., & Möller, S. Using electroencephalography and subjective self-assessment to measure the influence of quality variations in cloud gaming. In Quality of Multimedia Experience (QoMEX), 2015 Seventh International Workshop on (pp. 1-6), 2015, May. IEEE.
[24] Cai, W. Optimizing cloud gaming service delivery (Doctoral dissertation, University of British Columbia), 2016.
[25] Metzger, F., Rafetseder, A., & Schwartz, C. A Comprehensive End-to-End Lag Model for Online and Cloud Video Gaming. In Proc. 5th ISCA/DEGA Workshop on Perceptual Quality of Systems (PQS 2016) (pp. 15-19), 2016.
[26] Slivar, I., Skorin-Kapov, L., & Suznjevic, M. Cloud gaming QoE models for deriving video encoding adaptation strategies. In Proceedings of the 7th International Conference on Multimedia Systems (p. 18), 2016, May. ACM.
[27] Nan, X., Guo, X., Lu, Y., He, Y., Guan, L., Li, S., & Guo, B. Delay–Rate–Distortion Optimization for Cloud Gaming With Hybrid Streaming. IEEE Transactions on Circuits and Systems for Video Technology, 27(12), 2687-2701, 2017.
[28] Cai, W., Chi, Y., Zhou, C., Zhu, C., & Leung, V. C. UBC Gaming: Ubiquitous Cloud Gaming System. IEEE Systems Journal, 2018.
[29] Cronin Jr, J. J., & Taylor, S. A. Measuring service quality: a reexamination and extension. The journal of marketing, 55-68, 1992.
[30] Li, Y. N., Tan, K. C., & Xie, M. Factor analysis of service quality dimension shifts in the information age. Managerial Auditing Journal, 18(4), 297-302, 2003.
[31] Santos, J. E-service quality: a model of virtual service quality dimensions. Managing Service Quality: An International Journal, 13(3), 233-246, 2003.
[32] Parasuraman, A., Zeithaml, V. A., & Malhotra, A. ES-QUAL a multiple-item scale for assessing electronic service quality. Journal of service research, 7(3), 213-233, 2005.
[33] Kettinger, W. J., & Lee, C. C. Zones of tolerance: alternative scales for measuring information systems service quality. MIS quarterly, 607-623, 2005.
[34] Papadomichelaki, X., & Mentzas, G. e-GovQual: A multiple-item scale for assessing e-government service quality. Government information quarterly, 29(1), 98-109, 2012.
[35] Thaichon, P., Lobo, A., & Mitsis, A. An empirical model of home internet services quality in Thailand. Asia Pacific Journal of Marketing and Logistics, 26(2), 190-210, 2014.
[36] Benlian, A., Koufaris, M., & Hess, T. Service quality in software-as-a-service: Developing the SaaS-Qual measure and examining its role in usage continuance. Journal of management information systems, 28(3), 85-126, 2011.
[37] Lee, J. Y., Lee, J. W., & Kim, S. D. A quality model for evaluating software-as-a-service in cloud computing. In Software Engineering Research, Management and Applications, 2009. SERA'09. 7th ACIS International Conference on (pp. 261-266), 2009, December. IEEE.
[38] Chou, S. W., & Chiang, C. H. Understanding the formation of software-as-a-service (SaaS) satisfaction from the perspective of service quality. Decision Support Systems, 56, 148-155, 2013.
[39] Zheng, X., Martin, P., Brohman, K., & Da Xu, L. Cloudqual: A quality model for cloud services. IEEE transactions on industrial informatics, 10(2), 1527-1536, 2014.
[40] Chou, S. W., Chang, Y. C., & Hsieh, P. H. Understanding the performance of software-as-a-service based on service-dominant logic. The Service Industries Journal, 34(7), 645-658, 2014.
[41] Freitas, A. L. P., & Freitas Neto, M. M. Assessing the service quality in Software-as-a-Service from the customers’ perspective: a methodological approach and case of use. Production, 27, 2017.
[42] Kao, T. W. D., & Lin, W. T. The relationship between perceived e-service quality and brand equity: A simultaneous equations system approach. Computers in Human Behavior, 57, 208-218, 2016.
[43] Sá, F., Rocha, Á., & Cota, M. P. Potential dimensions for a local e-Government services quality model. Telematics and Informatics, 33(2), 270-276, 2016.
[44] Manuel, P. A trust model of cloud computing based on Quality of Service. Annals of Operations Research, 233(1), 281-292, 2015.
[45] Möller, S., Pommer, D., Beyer, J., & Rake-Revelant, J. Factors influencing gaming QoE: Lessons learned from the evaluation of cloud gaming services. In Proceedings of the 4th International Workshop on Perceptual Quality of Systems (PQS 2013) (pp. 1-5), 2013, September.
[46] Kim, K. I., Bae, S. Y., Lee, D. C., Cho, C. S., Lee, H. J., & Lee, K. C. Cloud‐Based Gaming Service Platform Supporting Multiple Devices. ETRI Journal, 35(6), 960-968, 2013.
[47] Garg, S. K., Versteeg, S., & Buyya, R. A framework for ranking of cloud computing services. Future Generation Computer Systems, 29(4), 1012-1023, 2013.
[48] Krenz, H., Terziyski, S., & Virjee, F. Consumer Acceptance of Cloud Computing Based Gaming: Bachelor's Thesis in Informatics, 2011.
[49] سرمد، ز؛ بازرگان، ع؛ و حجازی، ا؛ «روش¬های تحقیق در علوم رفتاری (چاپ بیست و ششم)». تهران: نشر آگه، 1393.
[50] Dagger, T. S., Sweeney, J. C., & Johnson, L. W. A hierarchical model of health service quality scale development and investigation of an integrated model. Journal of Service Research, 10(2), 123-142, 2007.
[51] Mittal, S., Gera, R., & Singhvi, S. R. Developing and testing a hierarchical model of customer perceived service quality for life insurance services. Asia-Pacific Journal of Management Research and Innovation,9(1), 63-76, 2013.
[52] Thai, V. V. Logistics service quality: conceptual model and empirical evidence. International Journal of Logistics Research and Applications, 16(2), 114-131, 2013.
[53] Woo, K. S., & Ennew, C. T. Measuring business-to-business professional service quality and its consequences. Journal of Business Research, 58(9), 1178-1185 2005.
[54] Leisen Pollack, B. The nature of the service quality and satisfaction relationship: empirical evidence for the existence of satisfiers and dis-satisfiers. Managing Service Quality: An International Journal, 18(6), 537-558, 2008.
[55] Mahapatra, S. S., & Khan, M. S. A neural network approach for assessing quality in technical education: an empirical study, 2007.
[56] Delone, W. H., & McLean, E. R. The DeLone and McLean model of information systems success: a ten-year update. Journal of management information systems, 19(4), 9-30, 2003.
[57] Vivekanandan, L., & Jayasena, S. Facilities offered by the banks and expectations of IT savvy banking customers. Procedia-Social and Behavioral Sciences, 40, 576-583, 2012.