# GameScope: A Multi-Attribute, Multi-Codec Benchmark Dataset for Gaming Video Quality Assessment

arXiv: https://arxiv.org/abs/2605.01272 · HTML: https://mlsanity.com/paper/2605.01272/

## Key facts

- No citing papers in the map yet (data through 14 Oct 2026).
- Builds on 14 of its 24 references that are in the map.
- First posted on arXiv 2 May 2026.

## Builds on (most cited first, 14 of 14)

- [Qwen3-VL Technical Report](https://mlsanity.com/paper/2511.21631/) (2025)
- [Q-Align: Teaching LMMs for Visual Scoring via Discrete Text-Defined Levels](https://mlsanity.com/paper/2312.17090/) (2023)
- [Exploring Video Quality Assessment on User Generated Contents from Aesthetic and Technical Perspectives](https://mlsanity.com/paper/2211.04894/) (2022)
- [LLaVA-OneVision-1.5: Fully Open Framework for Democratized Multimodal Training](https://mlsanity.com/paper/2509.23661/) (2025)
- [FAST-VQA: Efficient End-to-end Video Quality Assessment with Fragment Sampling](https://mlsanity.com/paper/2207.02595/) (2022)
- [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)
- [VisualQuality-R1: Reasoning-Induced Image Quality Assessment via Reinforcement Learning to Rank](https://mlsanity.com/paper/2505.14460/) (2025)
- [A Simple Model for Subject Behavior in Subjective Experiments](https://mlsanity.com/paper/2004.02067/) (2020)
- [Subjective and Objective Analysis of Streamed Gaming Videos](https://mlsanity.com/paper/2203.12824/) (2022)
- [Study of Subjective and Objective Quality Assessment of Mobile Cloud Gaming Videos](https://mlsanity.com/paper/2305.17260/) (2023)
- [VQAThinker: Exploring Generalizable and Explainable Video Quality Assessment via Reinforcement Learning](https://mlsanity.com/paper/2508.06051/) (2025)
- [GAMIVAL: Video Quality Prediction on Mobile Cloud Gaming Content](https://mlsanity.com/paper/2305.02422/) (2023)

## Abstract (arXiv)

The development of video game streaming has grown rapidly, with major platforms such as YouTube and Twitch using different codecs. To support quality assessment models that work consistently across any codec, it is necessary to have access to large, diverse subjective gaming quality datasets. Currently, there are only a few available, each having limitations. To address this gap, we present the largest gaming video quality dataset to date, incorporating both user-generated content (UGC) and professional-generated content (PGC) with extensive visual diversity. Our dataset covers the most widely used codecs - H.264, H.265, and AV1 - and consists of 4,048 video samples, each annotated by an average of 37 mean opinion score (MOS) ratings. In addition to overall quality scores, we collect coarse-grained quality attributes, enabling a better understanding of perceptual factors. We study the performance of leading video quality assessment methods on this dataset, including a vision language model that outperforms all the benchmarks. To the best of our knowledge, this is the first dataset that comprehensively addresses gaming video quality assessment across multiple codecs and content types with quality attributes. Our dataset is publicly available at https://rajeshsureddi.github.io/GameScope/.
