# Subjective and Objective Analysis of Streamed Gaming Videos

arXiv: https://arxiv.org/abs/2203.12824 · HTML: https://mlsanity.com/paper/2203.12824/

## Key facts

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

## Builds on (most cited first, 16 of 16)

- [Deep Residual Learning for Image Recognition](https://mlsanity.com/paper/1512.03385/) (2015)
- [Very Deep Convolutional Networks for Large-Scale Image Recognition](https://mlsanity.com/paper/1409.1556/) (2014)
- [NIMA: Neural Image Assessment](https://mlsanity.com/paper/1709.05424/) (2017)
- [From Patches to Pictures (PaQ-2-PiQ): Mapping the Perceptual Space of Picture Quality](https://mlsanity.com/paper/1912.10088/) (2019)
- [Massive Online Crowdsourced Study of Subjective and Objective Picture Quality](https://mlsanity.com/paper/1511.02919/) (2015)
- [Quality Assessment of In-the-Wild Videos](https://mlsanity.com/paper/1908.00375/) (2019)
- [Patch-VQ: 'Patching Up' the Video Quality Problem](https://mlsanity.com/paper/2011.13544/) (2020)
- [UGC-VQA: Benchmarking Blind Video Quality Assessment for User Generated Content](https://mlsanity.com/paper/2005.14354/) (2020)
- [Large-Scale Study of Perceptual Video Quality](https://mlsanity.com/paper/1803.01761/) (2018)
- [YouTube UGC Dataset for Video Compression Research](https://mlsanity.com/paper/1904.06457/) (2019)
- [RAPIQUE: Rapid and Accurate Video Quality Prediction of User Generated Content](https://mlsanity.com/paper/2101.10955/) (2021)
- [Perceptual Quality Prediction on Authentically Distorted Images Using a Bag of Features Approach](https://mlsanity.com/paper/1609.04757/) (2016)
- [VideoSet: A Large-Scale Compressed Video Quality Dataset Based on JND Measurement](https://mlsanity.com/paper/1701.01500/) (2017)
- [UGC-VIDEO: perceptual quality assessment of user-generated videos](https://mlsanity.com/paper/1908.11517/) (2019)
- [Subjective and Objective Quality Assessment of Mobile Gaming Video](https://mlsanity.com/paper/2103.05099/) (2021)
- [User Generated HDR Gaming Video Streaming: Dataset, Codec Comparison and Challenges](https://mlsanity.com/paper/2103.02189/) (2021)

## Built on by (most cited first, 14 of 14)

- [A Deep Learning based No-reference Quality Assessment Model for UGC Videos](https://mlsanity.com/paper/2204.14047/) (2022)
- [Q-Bench-Video: Benchmarking the Video Quality Understanding of LMMs](https://mlsanity.com/paper/2409.20063/) (2024)
- [FineVQ: Fine-Grained User Generated Content Video Quality Assessment](https://mlsanity.com/paper/2412.19238/) (2024)
- [Video Quality Assessment: A Comprehensive Survey](https://mlsanity.com/paper/2412.04508/) (2024)
- [Study of Subjective and Objective Quality Assessment of Mobile Cloud Gaming Videos](https://mlsanity.com/paper/2305.17260/) (2023)
- [Perceptual Quality Assessment of UGC Gaming Videos](https://mlsanity.com/paper/2204.00128/) (2022)
- [CAMP-VQA: Caption-Embedded Multimodal Perception for No-Reference Quality Assessment of Compressed Video](https://mlsanity.com/paper/2511.07290/) (2025)
- [A review on Machine Learning based User-Centric Multimedia Streaming Techniques](https://mlsanity.com/paper/2411.15801/) (2024)
- [VideoAesBench: Benchmarking the Video Aesthetics Perception Capabilities of Large Multimodal Models](https://mlsanity.com/paper/2601.21915/) (2026)
- [No-Reference Rendered Video Quality Assessment: Dataset and Metrics](https://mlsanity.com/paper/2510.13349/) (2025)
- [Learning Perceptual Representations for Gaming NR-VQA with Multi-Task FR Signals](https://mlsanity.com/paper/2602.11903/) (2026)
- [GameScope: A Multi-Attribute, Multi-Codec Benchmark Dataset for Gaming Video Quality Assessment](https://mlsanity.com/paper/2605.01272/) (2026)
- [Streaming of rendered content with adaptive frame rate and resolution](https://mlsanity.com/paper/2605.10995/) (2026)
- [FGSVQA: Frequency-Guided Short-form Video Quality Assessment](https://mlsanity.com/paper/2605.20016/) (2026)

## 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 .
