mlsanityData to 7 Oct 2026

Subjective and Objective Analysis of Streamed Gaming Videos

arXiv 2203.12824 ↗First posted 24 Mar 2022cs.CV eess.IVcited by 14

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Abstract (arXiv)

The rising popularity of online User-Generated-Content (UGC) in the form of streamed and shared videos, has hastened the development of perceptual Video Quality Assessment (VQA) models, which can be used to help optimize their delivery. Gaming videos, which are a relatively new type of UGC videos, are created when skilled gamers post videos of their gameplay. These kinds of screenshots of UGC gameplay videos have become extremely popular on major streaming platforms like YouTube and Twitch. Synthetically-generated gaming content presents challenges to existing VQA algorithms, including those based on natural scene/video statistics models. Synthetically generated gaming content presents different statistical behavior than naturalistic videos. A number of studies have been directed towards understanding the perceptual characteristics of professionally generated gaming videos arising in gaming video streaming, online gaming, and cloud gaming. However, little work has been done on understanding the quality of UGC gaming videos, and how it can be characterized and predicted. Towards boosting the progress of gaming video VQA model development, we conducted a comprehensive study of subjective and objective VQA models on UGC gaming videos. To do this, we created a novel UGC gaming video resource, called the LIVE-YouTube Gaming video quality (LIVE-YT-Gaming) database, comprised of 600 real UGC gaming videos. We conducted a subjective human study on this data, yielding 18,600 human quality ratings recorded by 61 human subjects. We also evaluated a number of state-of-the-art (SOTA) VQA models on the new database, including a new one, called GAME-VQP, based on both natural video statistics and CNN-learned features. To help support work in this field, we are making the new LIVE-YT-Gaming Database, publicly available through the link: https://live.ece.utexas.edu/research/LIVE-YT-Gaming/index.html .

Key facts. Cited by 14 papers in the map (data through 7 Oct 2026). Builds on 16 of its 67 references that are in the map. First posted on arXiv 24 Mar 2022.

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16 of 67 references.

References · 16

  1. 2015Deep Residual Learning for Image Recognitioncited by 51,809
  2. 2014Very Deep Convolutional Networks for Large-Scale Image Recognitioncited by 15,267
  3. 2017NIMA: Neural Image Assessmentcited by 387
  4. 2019From Patches to Pictures (PaQ-2-PiQ): Mapping the Perceptual Space of Picture Qualitycited by 221
  5. 2015Massive Online Crowdsourced Study of Subjective and Objective Picture Qualitycited by 208
  6. 2019Quality Assessment of In-the-Wild Videoscited by 164
  7. 2020Patch-VQ: 'Patching Up' the Video Quality Problemcited by 147
  8. 2020UGC-VQA: Benchmarking Blind Video Quality Assessment for User Generated Contentcited by 140
  9. 2018Large-Scale Study of Perceptual Video Qualitycited by 127
  10. 2019YouTube UGC Dataset for Video Compression Researchcited by 124
  11. 2021RAPIQUE: Rapid and Accurate Video Quality Prediction of User Generated Contentcited by 100
  12. 2016Perceptual Quality Prediction on Authentically Distorted Images Using a Bag of Features Approachcited by 71
4 more
  1. 2017VideoSet: A Large-Scale Compressed Video Quality Dataset Based on JND Measurementcited by 33
  2. 2019UGC-VIDEO: perceptual quality assessment of user-generated videoscited by 19
  3. 2021Subjective and Objective Quality Assessment of Mobile Gaming Videocited by 8
  4. 2021User Generated HDR Gaming Video Streaming: Dataset, Codec Comparison and Challengescited by 4

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Citing papers per year: 2022: 2; 2023: 1; 2024: 4; 2025: 2; 2026: 5.

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