Advances in Cloud Gaming
Cloud gaming has increasingly become one of the most popular technological advances in IT and has seen a massive increase in start-up companies. Many subscribers have been attracted to a majority of public gaming companies; a move that has shown success on the services being offered by cloud gaming. However, by pushing services for the cloud gaming, many barriers have created a stabling blocks in the success to its propelling. The objectives of this dissertation is to bring forth the prospect of the cloud gaming at the same time pointing out research problems that may have emerged over the wide spectrum of the various directions; those that are inclusive of video coders, distributed systems, visualisation, resource allocation, human-interaction, and quality of experience, not forgetting dynamic adaptations. The main approach to the research is based on the way service providers will move forward in offering high quality services; since this far, cloud gaming remains a profitable and promising business in the new technologically advanced world. The facts about cloud gaming remain that more fresh ideas shall come in to capitalise the profuse and elastic cloud resources for the purposes of better clouding experiences and further see such ideas to be associated with the challenges in the coming years.
The dissertation aims at offering information about cloud gaming for the purpose of elaborating the vast field of its continued improvements. In concern to this, the research will highlight the various games available through cloud gaming; hence, forming the ground for discussion and exploration. Further, the research will also provide ways that cloud games can be enhanced for efficiency and validity realised from the expert opinion. The primary objective of this study is to explore cloud gaming with the intention of demonstrating the emergent technological advances which are being adopted in gaming.
Cloud gaming entails the inclusion of online streaming of video games and music in technological devices such as TVs, Personal computers, tablets, by using cloud services such as YouTube, Netflix, Amazon among others. In light of this, cloud gaming is known to contribute to the convenience with large clouds being managed and libraries that have a vast collection of the games and high possibility making it impossible to resist.
With cloud gaming availed by many service providers, it becomes possible to stream video games from the Internet. Besides, with the inclusion of 3D games such as Fortnite, the gaming quality is enhanced with the utilisation of either wired or wireless connections. However, bearing in mind that internet users endorse the concept, it becomes important to investigate the cloud gaming technologies to demonstrate the potential and its magnificent performance. As such, a study to bridge the knowledge gap about cloud gaming is imperative as it will provide more information to the public domain while also publicising the potential of cloud gaming.
Qualitative research that seeks the opinion of technological experts and conventional gamers becomes useful to provide an analytical insight about cloud gaming. As such, in a bid to make improvement in cloud gaming performance, the study also contains a conclusion that forms a basis for making recommendations. Additionally, the expert opinion on the best way to improve cloud gaming is imperative. Moreover, the adoption of modern technology that enhances the speed and quality of the gaming will be elaborated in the various ways.
Experiences by users in games and in particular interactive gaming systems have developed to be a real spotlight among researchers. In the field of cloud gaming, various factors have the likelihood of affecting the quality of user experience. Studies on the measurement of quantitative methods for the user experience are largely depended on skewed factors that are inclusive of response time and quality of graphics or the quality of videos received. Response time in cloud gaming is the real total duration that has elapsed from the control command of the user takes place to match video or graphic structure showing on the screen of the device under usage. Response time in cloud gaming is influenced by various parameters of the network such as bandwidth, delay, packet loss and jitter. Moreover, the quality of the received video game is subjective to the quality of image in every structure and the effortlessness of all other structures, which are similarly, altered by the video settings, for example, resolution and rate of data.
1 – Introduction
2 – Aims and Objectives
Statement of Problem
3 – Methodology
Outline of the Research
Approaches to the Research
Strategies of the Research
Structured Interview Design and Validation
4 – Risks of Cloud Computing
Cloud Computing Risk Management
5 – Literature Review
Introduction of Cloud Gaming
Terminologies in Cloud Computing
Cloud Deployment Models
Cloud Delivery Models
Infrastructure as a Service (Iaas)
Platform as a Service (PaaS)
Software as a Service
Related Technologies and Definitions
Cloud Computing Supporting Technology
Service Oriented Architecture (SOA)
Thin Client Platform
Technology Acceptance Model
Applicability of TAM
Applications to the Research
Summary of user Related Issues
6 – Main Research Questions and Data
Automatic Upgrades and Updates
Limited Choice Games
Availability of Internet
7 – Data Analysis
Bandwidth and Latency
Automatic Updates and Upgrades
Risk of Viruses
Benefits of Thin Client
Features Emanating from Open-ended Questions
Attitudes on Using the Technology
Summary of Factors and Conditions Forming the User Attitude
8 – Conclusion
Contribution of the Dissertation
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