Investment decision in cloud gaming-based businesses opportunities: An analysis of the cloud gaming industry

被引:1
|
作者
Shrivastava, Pranav [1 ]
Damle, Madhavi [1 ]
机构
[1] Symbiosis Int Deemed Univ, Symbiosis Inst Digital & Telecom Management, Pune, Maharashtra, India
关键词
Cloud gaming; computer gaming; futuristic view; Users' experience; latency; gaming platforms; Edge computing; 5G; EXPERIENCE; QOE;
D O I
10.1109/DASA54658.2022.9765298
中图分类号
TP18 [人工智能理论];
学科分类号
081104 ; 0812 ; 0835 ; 1405 ;
摘要
Cloud gaming is a way of playing video games that involve remote servers in a data center. The need to download and install games on an end device is eliminated by cloud gaming. Cloud processing is intensive, and streaming is an essential component of cloud gaming which depends on several factors; thus, it faces several challenges in terms of investment decisions in the cloud-based gaming industry for investors. This study aims to provide a brief overview of the current cloud gaming market, posing challenges and opportunities for cloud gaming-based businesses and intends to compare four major cloud gaming platforms (CGP) based on their delivery services, the availability, pricing, features, streaming quality, and various games that the platform offers. Moreover, this study has carried out a SWOT analysis of the cloud game industry from a literature review. This research outlines six challenges that impact investment decisions and company potential. These include device requirements, streaming issues, cyber-attack risk, operational challenges, latency, and bandwidth. Furthermore, the paper also provides collaborative approach using the latest technologies solutions.
引用
收藏
页码:1224 / 1228
页数:5
相关论文
共 50 条
  • [1] Is Cloud Gaming the Future of the Gaming Industry?
    Mariano, Bryce
    Koo, Simon G. M.
    2015 SEVENTH INTERNATIONAL CONFERENCE ON UBIQUITOUS AND FUTURE NETWORKS, 2015, : 969 - 972
  • [2] CLOUD GAMING ONWARD: RESEARCH OPPORTUNITIES AND OUTLOOK
    Chen, Kuan-Ta
    Huang, Chun-Ying
    Hsu, Cheng-Hsin
    2014 IEEE INTERNATIONAL CONFERENCE ON MULTIMEDIA AND EXPO WORKSHOPS (ICMEW), 2014,
  • [3] Cloud gaming: the future of gaming infrastructure
    Harle, Shrikant M.
    Bhadauria, Pradeep
    Bhagat, Amol
    Bhuskade, Shrikant
    Wankhade, Rajan
    Mohod, Milind
    INTERNATIONAL JOURNAL OF INTELLIGENT ENGINEERING INFORMATICS, 2024, 12 (04)
  • [4] Gaming-Based Reserve Constraint Penalty Factor Analysis
    Zhao, Jinye
    Brereton, Beverley
    Montalvo, Marc
    IEEE TRANSACTIONS ON POWER SYSTEMS, 2011, 26 (02) : 616 - 626
  • [5] Cloud gaming: a survey
    Trejos, F. D.
    Alzate, N.
    ENTRE CIENCIA E INGENIERIA, 2016, (20): : 82 - 91
  • [6] The Future of Cloud Gaming
    Cai, Wei
    Shea, Ryan
    Huang, Chun-Ying
    Chen, Kuan-Ta
    Liu, Jiangchuan
    Leung, Victor C. M.
    Hsu, Cheng-Hsin
    PROCEEDINGS OF THE IEEE, 2016, 104 (04) : 687 - 691
  • [7] Online Gaming in the Cloud
    Prodan, Radu
    Nae, Vlad
    Fahringer, Thomas
    ERCIM NEWS, 2010, (83): : 47 - 48
  • [8] Timely Cloud Gaming
    Yates, Roy D.
    Tavan, Mehrnaz
    Hu, Yi
    Raychaudhuri, Dipankar
    IEEE INFOCOM 2017 - IEEE CONFERENCE ON COMPUTER COMMUNICATIONS, 2017,
  • [9] Gaming in the intervention and support process: A realist evaluation of a gaming-based programme
    Black, Melissa H.
    Lilford, Abi
    Nguyen, Vy
    Walker, Erin
    Wee, Haw Huei
    Falkmer, Olov
    Mcgarry, Sarah
    AUTISM, 2025,
  • [10] Enabling Adaptive Cloud Gaming in an Open-Source Cloud Gaming Platform
    Hong, Hua-Jun
    Hsu, Chih-Fan
    Tsai, Tsung-Han
    Huang, Chun-Ying
    Chen, Kuan-Ta
    Hsu, Cheng-Hsin
    IEEE TRANSACTIONS ON CIRCUITS AND SYSTEMS FOR VIDEO TECHNOLOGY, 2015, 25 (12) : 2078 - 2091