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Towards Applying Game Adaptation to Decrease the Impact of Delay on Quality of Experience., , , , and . ISM, page 114-121. IEEE Computer Society, (2018)A Comparative Quality Assessment Study for Gaming and Non-Gaming Videos., , , , and . QoMEX, page 1-6. IEEE, (2018)Towards the need satisfaction in gaming: A comparison of different gaming platforms., , , , and . QoMEX, page 1-3. IEEE, (2017)QoE Management of Multimedia Streaming Services in Future Networks: A Tutorial and Survey., , , , , , and . CoRR, (2019)A Comparison of Interactive and Passive Quality Assessment for Gaming Research., , and . QoMEX, page 1-6. IEEE, (2018)NR-GVQM: A No Reference Gaming Video Quality Metric., , , , and . ISM, page 131-134. IEEE Computer Society, (2018)NDNetGaming - development of a no-reference deep CNN for gaming video quality prediction., , , , and . Multim. Tools Appl., 81 (3): 3181-3203 (2022)Towards improving visual attention models using influencing factors in a video gaming context., , , and . NetGames, page 43-45. IEEE, (2017)GamingVideoSET: A Dataset for Gaming Video Streaming Applications., , , , and . NETGAMES, page 1-6. IEEE, (2018)An Evaluation of Video Quality Assessment Metrics for Passive Gaming Video Streaming., , , , and . PV@MMSys, page 7-12. ACM, (2018)