Cloud gaming (CG) enables on-demand, affordable, anytime, anywhere access to games streamed over heterogeneous access networks (HANs). With CG, AAA games can be played on inexpensive devices such as smartphones at home, during commutes, or in public spaces via HANs like Wi-Fi, 4G, and 5G. While this broad service accessibility is a key advantage for CG, HANs are often affected by unpredictable network conditions, including congestion and handovers, which can impair Quality of Service (QoS) metrics such as round-trip time (RTT), packet loss (PL), and jitter. Such QoS degradation can immediately reduce audiovisual quality and responsiveness, interrupting active play and resulting in a poor user experience. This thesis examines how QoS factors affect users’ Quality of Experience (QoE) for CG services provisioned over HANs. QoE, a user-centered metric, reflects how users perceive the quality of an application or service and is typically measured using objective models developed from extensive subjective test data. In the context of CG, QoE helps to understand how degradations in gaming quality due to QoS issues are reflected in users’ experience. The thesis specifically addresses two cases: mobile cloud gaming (MCG) and virtual reality cloud gaming (VRCG). MCG involves smartphone-based, on-the-go gaming over HANs, which are particularly susceptible to mobility-related impairments such as fluctuating network quality. In contrast, VRCG centers on immersive, embodied interaction through head-mounted displays (HMDs) that require responsiveness, frame stability, and input–output synchronization for seamless play. To address these challenges, this thesis proposes, develops, and validates novel methods for QoE measurement and prediction for MCG and VRCG under HANs conditions. First, we conducted extensive subjective tests with 116 unique participants, covering 37 and 28 realistic network conditions for MCG and VRCG, respectively. Controlled laboratory environments were established to emulate network degradations due to RTT, PL, and jitter, ensuring standardized, repeatable experimentation. Complementing this, the thesis develops and validates ALTRUIST, a multi-platform orchestration tool that automates test execution, questionnaire control, traffic capture, data labeling, and experimental condition management across heterogeneous devices. These testbeds, together with ALTRUIST, enabled 4 comprehensive subjective studies and yielded 4 novel datasets on MCG and VRCG. Second, this thesis also proposes, develops, and validates novel objective QoE models for MCG and VRCG. These models account for the aforementioned QoS factors using datasets from our subjective tests. For MCG, we developed three regression models: linear, polynomial, and spline. Each used two datasets. Our results show that QoE can be predicted with high accuracy in all cases. In particular, the spline regression model achieved a mean absolute error (MAE) of 0.19. For VRCG, three regression models were developed and validated using a combined dataset from two game genres: shooter and casual. Our results show that QoE can be accurately predicted from QoS factors. For example, the non-linear regression model achieved an average MAE of 0.22. Our QoE models offer practical methods for QoE prediction for MCG and VRCG over HANs. Finally, this thesis presents novel Bayesian analysis results. These results investigate probabilistic and complex relationships among several factors, including interactivity, video quality, audio quality, and overall QoE. The Bayesian analysis provides further insight into how network degradation affects the gaming experience in both MCG and VRCG over HANs.
The outcomes of this thesis resulted in 10 peer-reviewed publications, a patent, and contributions to two international standards. These standards were published by the International Telecommunications Union.
Luleå: Luleå University of Technology, 2026.
quality of experience, quality of service, cloud gaming, virtuality reality, mobile devices, heterogeneous access networks, machine learning
2026-06-03, A193, Luleå University of Technology, Skellefteå, 09:00 (English)