Multiplayer games are prominent now a days. In recent years real time multi player networked gaming has grown in popularity due to exciting challenges posed in by competing with human opponents. One of the types of multi player games is First Person shooter games.FPS games are becoming popular predominantly over wired networks. In FPS games delay, bitrate and inter packet arrival times has major roles because they determine who wins and loses the game. This thesis investigates the behavior of bitrate at different parts in the network and at different time scales, which involves analyzing of bitrate traces in each relevant stream of the disturbed network in the game i.e. identification of when the disturbance occurred in the traces, identification of what IP that was disturbed and simple statistics are made at different locations of the stream at same sample frequency. Finally we analyze the behavior of bitrate at different parts of the network and with the help of the statistics made out of them, we compare to the user experience. How the user felt at each and every second while playing the game and how experienced he is in playing the games is been considered and compared with the data which was already collected before in the Dream Hack winter 2007, Tele Communications department of Blekinge Institute of Technology, Sweden.This results thus suggests at which bit rate the network should flow in order to satisfy the end user, as the quality of experience that counts at the last.