In this paper, we explore delivering mobile edge Virtual Reality (VR) gaming services with comprehensive and satisfactory Quality of Experience (QoE) across a distributed edge network. Our goal is to meet the QoE needs of all users, addressing both latency and visual considerations. However, the unique characteristics of edge-assisted mobile VR gaming distinguish our challenge from other distributed service provisioning issues. We introduce and address the challenge of provisioning QoE-centric mobile VR gaming services within a distributed edge environment by systematically capturing the unique attributes of mobile VR games. We demonstrate that this challenge can be formulated as a Mixed-Integer Quadratically Constrained Quadratic Programming (MIQCQP) problem. While mobile edge computing holds promise for mobile VR gaming, existing studies often overlook the need to deliver satisfactory $\mathbf{Q o E}$ to a large user base. Our paper focuses on delivering QoE-centric edge-assisted mobile VR gaming services to multiple users, comprehensively addressing visual and latency concerns.
Funding Agencies|European Union's Horizon Europe research and innovation programme [101121134]