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Enligt de resultat kring godtagbara responstider som framlagds av den tidigare forskning vilket vi presenterat i detta arbete så drar vi slutsatsen att det inte går att fastställa ett definitivt gränsvärde som kan appliceras i alla utfall, utan det skiljer sig från spel till spel.

Det är först då vi har använt oss av en subjektiv värderingsskala så som Mean Opinion Score (MOS) i samband med våra övriga mätvärden som vi har kunnat konstatera att vi uppnått ett tillfredställande resultat vad gäller det enkla plattformspel som vi har utvecklat. Utifrån detta drar vi således den slutstatsen att det med Node.js och WebSocket är möjligt att leverera en acceptabel multiplayerupplevelse för realtidsbaserade spel av den beskaffenhet som utgör vår testmodell.

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Institutionen för ekonomi och IT Avdelningen för medier och design 461 86 TROLLHÄTTAN

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