RT Conference Proceedings T1 Adquisición de métricas en cloud gaming A1 Peñaherrera-Pulla, Oswaldo Sebastián A1 Baena-González, José Carlos A1 Fortes-Rodríguez, Sergio A1 Baena-Martínez, Eduardo A1 Tranle, Mai A1 Barco-Moreno, Raquel K1 Videojuegos-Valoración K1 Sistemas de comunicación inalámbricos-Métodos de simulación K1 Alta tecnología-Medición. K1 Juegos-Redes de ordenadores-Proceso de datos-Evaluación AB This document presents a Cloud Gaming review and how it works in contrast with the traditional Gaming scenario. Then several platforms that can be used to implement this service are described. Next, it’s exposed the way how Cloud Gaming is qualified by “gamers” in terms of Qualityof Experience through some specific parameters such as Bit Rate, Network Latency, video resolution, frame rate, etc. In order to measure these parameters, a testbed was developed. This experiment is designed in a Server-Client architecture which embed Moonlight-Stream platform with Python Scripts to analyze temporal client logs and extract metrics, automatize human actions as mouse and keyboard events. Testbed was probed over WLAN for an objective resolution of 1080p. To maintain an objective criterion, several iterations were executed over the same network, simulated human actions were used. Results show that Cloud Gaming comply with theorical limits in previous studies explained in first sections. YR 2020 FD 2020-10-08 LK https://hdl.handle.net/10630/19922 UL https://hdl.handle.net/10630/19922 LA spa NO Este trabajo ha sido parcialmente financiado por el Ministerio de Asuntos Económicos y Transformación Digital y FEDER (red.es, Piloto 5G Andalucía, Caso 31 Estudio OpenRAN), por la Junta de Andalucía y fondos FEDER (Programa Operativo FEDER Andalucía 2014-2020) proyecto IDADE-5G (UMA18-FEDERJA-201) y la Universidad de Málaga, en el contexto de la beca de ayuda para la iniciación a la investigación. DS RIUMA. Repositorio Institucional de la Universidad de Málaga RD 20 ene 2026