## 2 Related Work  
Reports have shown that gaming is the most popular activity among mobile device users. Furthermore, gaming activities, which include those on PCs, mobile devices, and consoles, collectively constitute the third largest source of total Internet traffic [1; 2; 3; 4]. Despite its significance in the context of today's Internet traffic, there is a notable dearth of comprehensive research on mobile game traffic. In contrast, considerable research efforts have been directed towards analyzing PC online game traces, modeling traffic patterns, and optimizing traffic [6; 7; 8; 9; 10; 11; 12; 13]. Previous research agrees that PC online games generate highly periodic bursty short packets. In particular, [PERSON] et al. discovered traffic exhibits pronounced periodicity and temporal locality in inter-packet arrival times, attributable to player action patterns by a comprehensive traffic analysis using substantial packet traces from a PC MMORPG game [11]. [PERSON] et al. also observed that the distribution of game session time in PC games is not heavy-tailed, a characteristic stemming from the synchronized nature of gameplay [12]. [PERSON] et al. explored the network quality of service (QoS) tolerance of game players [14]. Apart from previous research mainly focusing on PC online games, our work fills the gap for mobile games. We confirmed that mobile games share similarities with PC online games regarding traffic patterns while having unique differences at the same time. [PERSON] et al. conducted a preliminary traffic analysis using Pokemon Go, which is a mobile AR game [15], but their preliminary results did not uncover relationships with PC online games.  
There is considerable research measuring the real-life performance of various mobile network technologies (i.e., the 3G, 4G, and 5G) [5; 16; 17; 18; 19; 20; 21; 22; 23]. Based on these research findings,mobile application developers can reasonably assume that even 4G LTE, currently the most prevalent mobile network worldwide, can provide an average round-trip time (RTT) of about 50 ms between a carrier network and a player's device in metro areas. In particular, Ref. [22] reports that a study conducted in London showed a 5-millisecond latency could be achieved with 99.999% reliability over a 5G network. This research indicates that applications, including games, running on mobile networks can reliably expect lower latency as mobile infrastructure evolves. The finding in mobile network robustness is the main motivation for our research on mobile game traffic patterns.  
[PERSON] et al. investigated factors contributing to end-to-end latency in cloud gaming, where game scenes are rendered at cloud servers. Their research highlights emerging technologies that could enhance gaming experiences demanding high network bandwidth and strict latency constraints [24]. Similarly, [PERSON] et al. conducted research on mobile AR applications, which require computational offloading to cloud servers and are, therefore, also subject to network bandwidth and latency limitations [25]. Despite the disruptive approach of cloud gaming, it was not widely deployed in the mobile gaming industry because of high costs and the limited robustness of mobile networks. This approach is, however, being revitalized by the rapid emergence of virtual reality technologies and technological improvements in mobile networks. Therefore, understanding mobile traffic characteristics through our research can also contribute to cloud gaming.