[Shanghai, China, September 6, 2016] At the recent HUAWEI CONNECT 2016, Huawei released its Game Mean Opinion Score (gMOS) experience criteria for evaluating the subjective experience of mobile gaming. This is the first time in the industry that a unified and quantitative language has been released in this regard. This criteria provides clear quantitative counters and guidance for all participants in the mobile gaming ecosystem, including game developers, operators, and users.
Ryan Ding, President of Huawei Product & Solutions, announcing the release of the gMOS experience criteria and toolkit
As mobile handsets become increasingly popular, more and more mobile games are being made, and as a result the proportion of mobile gamers has skyrocketed. According to recent statistics, mobile gamers account for up to 45% and 68% of all mobile Internet users in China and the US, respectively. The global revenue from mobile games will exceed US$ 39.6 billion in 2016 and will grow at a compound annual growth rate of 6.6% to US$ 52.5 billion in 2019. Data provided by YouTube indicates that 15% of its video resources are related to gaming. Therefore, it is expected that the mobile gaming experience will become increasingly crucial towards evaluating the performance of an operator’s network in the near future.
As a result, gMOS has emerged to meet mobile game development needs. Huawei’s mLab (MBB Lab) proposed that wireless network quality be sampled to evaluate the mobile game experience in detail and to measure game play smoothness. In this way, the weighted gMOS scores are obtained to measure the network capability for supporting smooth mobile gaming. The gMOS experience criteria includes: game interactivity, game loading, and game streaming.
gMOS can help operators to evaluate the mobile gaming experience of online users, quickly discover user experience painpoints, implement accurate network optimization to improve network performance and user satisfaction, and increase their ROI.
For game developers, gMOS helps them to conduct user experience management and Big Data management (such as geographical location-based management). gMOS data provides game developers with guidance in resolving problems which are normally invisible to the bottom network layer. It also enables mobile games to fully optimize mobile network performance.
At HUAWEI CONNECT 2016, Ryan Ding, President of Huawei Products and Solutions, shared the gMOS experience scores of Pokémon GO, a popular location-based augmented reality mobile game. Huawei has now released a gMOS score evaluation tool called ‘SpeedGame’, which supports many popular mobile games around the world. Huawei will soon provide a software development kit so that game developers can integrate the gMOS evaluation tool into their games, accelerating the process in which the gMOS experience criteria and toolkit quickly benefit the entire ecosystem.
HUAWEI CONNECT 2016 was held from August 31st to September 2nd in Shanghai at the Shanghai Expo Centre, Mercedes-Benz Arena, and the Shanghai World Expo Exhibition and Convention Center (SWEECC). It was attended by over 20,000 industry leaders who discussed building a Better Connected World, and promoting digital transformation in industries all over the world. For more information, please go to:http://www.huawei.com/minisite/huaweiconnect2016.