A Survey on Cloud Gaming: Future of Computer Games
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Subjective Quality Assessment for Cloud Gaming
Article Subjective Quality Assessment for Cloud Gaming Abdul Wahab 1,* , Nafi Ahmad 1 , Maria G. Martini 2 and John Schormans 1 1 School of Electronic Engineering and Computer Science, Queen Mary University of London, Mile End Road, London E1 4NS, UK; Nafi[email protected] (N.A.); [email protected] (J.S.) 2 School of Computer Science and Mathematics, Kingston University, River House, 53-57 High Street, Kingston upon Thames, Surrey KT1 1LQ, UK; [email protected] * Correspondence: [email protected] Abstract: Using subjective testing, we study the effect of the network parameters, delay and packet loss ratio, on the QoE of cloud gaming. We studied three different games, selected based on genre, popularity, content complexity and pace, and tested them in a controlled network environment, using a novel emulator to create realistic lognormal delay distributions instead of relying on a static mean delay, as used previously; we also used Parsec as a good representative of the state of the art. We captured user ratings on an ordinal Absolute Category Rating scale for three quality dimensions: Video QoE, Game-Playability QoE, and Overall QoE. We show that Mean Opinion Scores (MOS) for the game with the highest levels of content complexity and pace are most severely affected by network impairments. We also show that the QoE of interactive cloud applications rely more on the game playability than the video quality of the game. Unlike earlier studies, the differences in MOS are validated using the distributions of the underlying dimensions. A Wilcoxon Signed-Rank test showed that the distributions of Video QoE and Game Playability QoE are not significantly different. -
On Energy Consumption of Mobile Cloud Gaming Using Gaminganywhere
Thesis no.:MSEE-2016-54 On energy consumption of mobile cloud gaming using GamingAnywhere Suren Musinada Faculty of Computing Blekinge Institute of Technology SE–371 79 Karlskrona, Sweden This thesis is submitted to the Faculty of Computing at Blekinge Institute of Technology in partial fulfillment of the requirements for the degree of Masters in Electrical Engineering with Emphasis on Telecommunication Systems. The thesis is equivalent to 20 weeks of full time studies. Contact Information: Author(s): Suren Musinada E-mail: [email protected] University advisor: Dr. Yong Yao Department of communication systems E-mail: [email protected] Faculty of Computing Internet : www.bth.se Blekinge Institute of Technology Phone : +46 455 38 50 00 SE–371 79 Karlskrona, Sweden Fax : +46 455 38 50 57 Abstract In the contemporary world, there has been a great proliferation of using smart-phone devices and broadband wireless networks, the young gener- ation using mobile gaming market is tremendously increasing because of the enormous entertainment features. Mobile cloud gaming is a promising technology that overcome the implicit restrictions such as computational capacity and limited battery life. GamingAnywhere is an open source cloud gaming system which is used in this thesis and calculate the energy con- sumption of mobile device when using GamingAnywhere. The aim of the thesis is to measure the power consumption of the mo- bile device when the game is streamed from the GamingAnywhere server to GamingAnywhere client. Total power consumption is calculated for four resolutions by using the hardware monsoon power monitoring tool and the individual components of mobile device such as CPU, LCD and Audio power are calculated by software PowerTutor. -
Video Games Review DRAFT5-16
Video Games: History, Technology, Industry, and Research Agendas Table of Contents I. Overview ....................................................................................................................... 1 II. Video Game History .................................................................................................. 7 III. Academic Approaches to Video Games ................................................................. 9 1) Game Studies ....................................................................................................................... 9 2) Video Game Taxonomy .................................................................................................... 11 IV. Current Status ........................................................................................................ 12 1) Arcade Games ................................................................................................................... 12 2) Console Games .................................................................................................................. 13 3) PC Standalone Games ...................................................................................................... 14 4) Online Games .................................................................................................................... 15 5) Mobile Games .................................................................................................................... 16 V. Recent Trends .......................................................................................................... -
Mobile Gaming Playbook
MOBILE GAMING PLAYBOOK BEST PRACTICES FOR MARKETING AND MONETIZING MOBILE GAMES Nadeem Almoayyed ([email protected]) https://www.linkedin.com/in/nadeemalmoayyed/ Kathy Liao ([email protected]) https://www.linkedin.com/in/liaokathy/ Ivan Zakharov ([email protected]) https://www.linkedin.com/in/ivan-zakharov-vc TUCK CENTER FOR DIGITAL STRATEGIES PAGEPAGE 01 01 PRISMA INC . TABLE OF CONTENTS INTRODUCTION 2 MARKETING 3 Importance of Soft Launches 4 Measuring Marketing Success 6 Creative Assets: In-House vs Outside Agency 8 Customer Segmentation 9 Advertising Optimization 11 CRM: Customer Relationship Management System 12 Influencer Marketing 13 Offline Attribution 15 MANAGING IP 1 6 ( INTELLECTUAL PROPERTY ) BUSINESS MODELS IN AAA 1 9 GAMING Evolution of Monetization in Gaming 19 How the Subscription World Looks Today 21 What Mobile Can Learn from AAA around Subscriptions 22 Subscription Platforms 23 What Works and What Doesn't in Subscription Platforms 25 What Should Mobile Game Developers Do? 27 FINANCING AND PRICING 2 8 STRATEGY Game Development Cost Trends 28 Key Pricing Trends 29 THETUCK CENTER CENTERTUCK CENTERFOR FOR DIGITAL DIGITAL FOR DIGITALSTRATEGIES STRATEGIES STRATEGIES PAGEPAGE 0402 02 INTRODUCTION As mobile technology improves and mobile phone penetration increases around the world, mobile games have seen their popularity increase over the years. The mobile game industry is currently worth $68.5B, and many of the largest gaming companies are investing heavily in the space. Activision acquired King Digital Entertainment several years ago to solidify its position in the mobile gaming space, Blizzard has invested heavily in Hearthstone’s mobile presence, and Riot Games is developing a mobile version of its hugely popular League of Legends IP due out in 2020. -
OFFLINE GAMING VS CLOUD GAMING (ONLINE GAMING) Mr
ISSN: 0974-3308, VOL. 11, NO. 2 DECEMBER 2018 @ SRIMCA 99 OFFLINE GAMING VS CLOUD GAMING (ONLINE GAMING) Mr. Amit Khatri Abstract—Games has always been a major source of entertainment in every generation and so exiting their history is, because it has various factor involved like Video Games Industry and various generations of video games. Due to improvements in graphics, a revolution has occurred in computer games. Storage for Video Games has always been a problem whether it is a Gaming Console or a PC but has been resolved generation by generation. Games also attracted the uninterested audience. Offline Gaming has been very popular for a year but has various drawbacks. Cloud Gaming is the resolution against Offline Gaming. This paper talks about how Cloud Gaming is taking place of Offline Gaming with much powerful hardware systems and processes. Keywords—Gaming, Cloud Gaming, Gaming PC, Gaming Console, Video Games. I. GAMING AND ITS HISTORY Computerized game playing, whether it is over a personal computer, mobile phone or a video game console can be referred to as Gaming. An individual who plays video games is recognized as a gamer [1]. In every generation of technology evolution, graphics of the game have been improved. When we think the history of video games we usually think of games like Tic- tac-toe, Tetris, Pacman, pong and many more but now these games use graphics seems like reality. In the 1950s, People can’t think of playing card games such as Solitaire, Blackjack, Hearts, Spider Solitaire and so on, on tv or computer but now the stage has reached more ahead from that [1]. -
Research Article Synchronous Remote Rendering for VR
Hindawi International Journal of Computer Games Technology Volume 2021, Article ID 6676644, 16 pages https://doi.org/10.1155/2021/6676644 Research Article Synchronous Remote Rendering for VR Viktor Kelkkanen ,1 Markus Fiedler ,2 and David Lindero3 1Department of Computer Science, Blekinge Institute of Technology, Karlskrona 37179, Sweden 2Department of Technology and Aesthetics, Blekinge Institute of Technology, Karlshamn 37435, Sweden 3Ericsson Research, Ericsson AB, Luleå 97753, Sweden Correspondence should be addressed to Viktor Kelkkanen; [email protected] Received 5 November 2020; Revised 12 March 2021; Accepted 8 July 2021; Published 20 July 2021 Academic Editor: Michael J. Katchabaw Copyright © 2021 Viktor Kelkkanen et al. This is an open access article distributed under the Creative Commons Attribution License, which permits unrestricted use, distribution, and reproduction in any medium, provided the original work is properly cited. Remote rendering for VR is a technology that enables high-quality VR on low-powered devices. This is realized by offloading heavy computation and rendering to high-powered servers that stream VR as video to the clients. This article focuses on one specific issue in remote rendering when imperfect frame timing between client and server may cause recurring frame drops. We propose a system design that executes synchronously and eliminates the aforementioned problem. The design is presented, and an implementation is tested using various networks and hardware. The design cannot drop frames due to synchronization issues but may on the other hand stall if temporal disturbances occur, e.g., due to network delay spikes or loss. However, experiments confirm that such events can remain rare given an appropriate environment. -
Cloud Gaming: Enabling a Next Generation Gaming and Streaming Paradigm
CLOUD GAMING: ENABLING A NEXT GENERATION GAMING AND STREAMING PARADIGM Analysts: Eric Abbruzzese, Michael Inouye TABLE OF CONTENTS 1. A CONFLUENCE OF GAMING AND STREAMING MARKETS 1. A CONFLUENCE OF GAMING AND The immense video streaming market is already laying the groundwork for high-volume, STREAMING MARKETS ....................... 1 high-bandwidth content potential, so the onset of cloud gaming excitement was not a sur- 1.1. Gaming Market Dynamics .........................3 prise. The gaming market is responsible for more than US$150 billion in revenue overall. 1.2. Video Market Dynamics and Any new service or technology that can tap into even a sliver of that revenue is promising. Similarities to Gaming ...............................4 2. STATE OF THE CLOUD GAMING MARKET 6 Cloud gaming promises a layer of flexibility not previously possible in the market. Low end- 2.1. Business Models Today and to-end latency enables data centers to take the place of processing needed by a user’s Shifting toward Cloud Gaming in the Near Future ........................................7 Personal Computer (PC), console, or mobile device. New spectrum availability and wired 2.2. Technical Details .......................................8 broadband opportunity, mature existing infrastructure from the video market, and increas- 2.3. Competition and Differentiators .............10 ingly powerful and efficient cloud-native technologies all contribute to this progression. Pro- 2.4. Gamification Outside of Gaming .............11 cessing in the cloud allows for any device to have the processing power of a high-end PC 2.5. Immersive Technologies as an without the local hardware cost. Cloud gaming represents a first step in cloud infrastructure Upcoming Feature for Cloud Gaming .....12 usage, with distributed and load-balanced compute in the future allowing more scalable 3. -
Mobile Cloud Gaming: the Real-World Cloud Gaming Experience in Los Angeles
Mobile cloud gaming: the real-world cloud gaming experience in Los Angeles 2 Table of contents 4 The cloud gaming landscape is booming With the arrival of 5G, more and more gamers are putting away their consoles and replacing them with cloud-based games that can be enjoyed anywhere and everywhere they go—and on any connected device they choose. To show you what to expect in terms of the quality of the mobile cloud gaming experience, we looked at multiple elements of gaming, including the bare minimum download speeds This report shows which carriers in Los Angeles can deliver a smooth mobile cloud and latency established by three major gaming platforms: gaming experience for both casual games in standard definition and multiplayer online games in high definition on 4G LTE compared to 5G. Why did we choose Los Angeles? LA is a city of innovation, a driver of entertainment Steam trends, and one of the first markets where all four carriers offered 5G services. Google Microsoft Remote What better place to look closely at how 5G might help transform the gaming Stadia xCloud experience? Read on to see what to expect in terms of the real-world mobile cloud Play gaming experience in Los Angeles. Using the bare minimum speed and latency requirements set by those platforms, we took results from our most recent mobile performance testing in Los Angeles in the first half of 2020 to show which carriers are capable of delivering smooth mobile cloud gaming experiences on both 4G LTE and 5G. IHS Markit expects the cloud gaming content and services markets to grow from We looked at gaming across two broad categories at two different resolutions: $387 million in 2018 to $2.5 billion in 2023, with 5G driving much of that growth. -
On the Quality of Service of Cloud Gaming Systems
IEEE TRANSACTIONS ON MULTIMEDIA, VOL. X, NO. X, SEPTEMBER 2013 1 On the Quality of Service of Cloud Gaming Systems Kuan-Ta Chen, Member, IEEE, Yu-Chun Chang, Hwai-Jung Hsu, De-Yu Chen, Chun-Ying Huang, Member, IEEE, Cheng-Hsin Hsu, Member, IEEE Abstract Cloud gaming, i.e., real-time game playing via thin clients, relieves users from being forced to upgrade their computers and resolve the incompatibility issues between games and computers. As a result, cloud gaming is generating a great deal of interests among entrepreneurs, venture capitalists, general publics, and researchers. However, given the large design space, it is not yet known which cloud gaming system delivers the best user-perceived Quality of Service (QoS) and what design elements constitute a good cloud gaming system. This study is motivated by the question: How good is the QoS of current cloud gaming systems? Answering the question is challenging because most cloud gaming systems are proprietary and closed, and thus their internal mechanisms are not accessible for the research community. In this paper, we propose a suite of measurement techniques to evaluate the QoS of cloud gaming systems and prove the effectiveness of our schemes using a case study comprising two well-known cloud gaming systems: OnLive and StreamMyGame. Our results show that OnLive performs better, because it provides adaptable frame rates, better graphic quality, and shorter server processing delays, while consuming less network bandwidth. Our measurement techniques are general and can be applied to any cloud gaming systems, so that researchers, users, and service providers may systematically quantify the QoS of these systems. -
Performance Impact of Packet Multiplexing on Massive Multiplayer Online Games Dammak Marwa, Yassine Boujelben, Noura Sellami, Iryna Andriyanova
Performance impact of packet multiplexing on massive multiplayer online games Dammak Marwa, Yassine Boujelben, Noura Sellami, Iryna Andriyanova To cite this version: Dammak Marwa, Yassine Boujelben, Noura Sellami, Iryna Andriyanova. Performance impact of packet multiplexing on massive multiplayer online games. Proceedings of the ACM Summer Computer Simulation Conference, Jul 2016, Montreal, Canada. hal-01709721 HAL Id: hal-01709721 https://hal.archives-ouvertes.fr/hal-01709721 Submitted on 15 Feb 2018 HAL is a multi-disciplinary open access L’archive ouverte pluridisciplinaire HAL, est archive for the deposit and dissemination of sci- destinée au dépôt et à la diffusion de documents entific research documents, whether they are pub- scientifiques de niveau recherche, publiés ou non, lished or not. The documents may come from émanant des établissements d’enseignement et de teaching and research institutions in France or recherche français ou étrangers, des laboratoires abroad, or from public or private research centers. publics ou privés. Performance impact of packet multiplexing on massive multiplayer online games Marwa Dammak Yassine Boujelben Noura Sellami LETI, ENIS LETI, ENET’COM LETI, ENIS University of Sfax, Tunisia University of Sfax, Tunisia University of Sfax, Tunisia [email protected] [email protected] [email protected] Iryna Andriyanova ETIS, ENSEA University Cergy Pontoise, CNRS, France [email protected] ABSTRACT This share is increasing year after year and will grow at a Online games are more and more popular, resulting in an compound annual growth rate of 40% between 2014 and 2019 increasing share in the Internet traffic. These games gen- [8]. With the recent advent of cloud gaming and the gaming erate a huge number of packets with typically small pay- as a service (GaaS) solutions, the gaming traffic should be- loads, which overloads the network and deteriorates its effi- come one of the largest Internet traffic categories [2]. -
Gaminganywhere: an Open Cloud Gaming System
GamingAnywhere: An Open Cloud Gaming System Chun-Ying Huang1, Cheng-Hsin Hsu2, Yu-Chun Chang3,4, and Kuan-Ta Chen3 1Department of Computer Science, National Taiwan Ocean University 2Department of Computer Science, National Tsing Hua University 3Institute of Information Science, Academia Sinica 4Department of Electrical Engineering, National Taiwan University [email protected], [email protected], [email protected], [email protected] ABSTRACT market research [11] further breaks down the market growth Cloud gaming is a promising application of the rapidly ex- into three categories: boxed-games, online-sold games, and panding cloud computing infrastructure. Existing cloud cloud games. Cloud gaming systems render the game scenes gaming systems, however, are closed-source with proprietary on cloud servers and stream the encoded game scenes to thin protocols, which raises the bars to setting up testbeds for clients over broadband networks. The control events, from experiencing cloud games. In this paper, we present a com- mice, keyboards, joysticks, and touchscreens are transmit- plete cloud gaming system, called GamingAnywhere, which ted from the thin clients back to the cloud servers. Among is to the best of our knowledge the first open cloud gam- the three categories, it is the cloud games market that is ing system. In addition to its openness, we design Gaming- expected to expand the most: nine times over the period of Anywhere for high extensibility, portability, and reconfigura- 2011 to 2017, at which time it is forecast to reach 8 billion bility. We implement GamingAnywhere on Windows, Linux, US dollars [11]. and OS X, while its client can be readily ported to other Cloud gaming systems attract both users and game de- OS’s, including iOS and Android. -
MCG Test-Bed: an Experimental Test-Bed for Mobile Cloud Gaming
MCG Test-bed: An Experimental Test-bed for Mobile Cloud Gaming Wei Cai Conghui Zhou Minchen Li University of British Columbia We Software Limited Zhejiang University Vancouver, Canada Hong Kong Hangzhou, China [email protected] [email protected] [email protected] Xiuhua Li Victor C.M. Leung University of British Columbia University of British Columbia Vancouver, Canada Vancouver, Canada [email protected] [email protected] ABSTRACT games, which is responsive to the variety of players' screen Conventional cloud gaming benefits from many aspects by sizes, device hardware capacity, operating systems and inter- executing the game engine in the cloud and streaming the actional controllers. This demand has significantly soared, gaming videos to players' terminals through network. How- along with the arising number of mobile terminals in mod- ever, this type of cloud gaming service can not guarantee ern society. The cloud, well recognized as the next genera- stable Quality of Service (QoS) in mobile scenarios, subject tion computing modality, has attracted attentions in video to the diversity of end-user devices and frequent changes in gaming service provisioning. Conventional cloud gaming so- lutions, including industrial systems (e.g. OnLive1, Gaikai2, network quality. To address this issue, a component-based 3 cloud gaming platform for mobile devices has been proposed, G-Cluster , etc.) and research test-beds (e.g. GamingAny- where the decomposed game can be partially offloaded to where[1]), exhibit a streaming-based approach, in which the the cloud, achieving load balancing between cloud and ter- video games are executed in cloud servers and the gaming minals.