Video-Streamed Games-on-Demand: A Disruptive Innovation of the Videogame Industry
Date Issued
2011
Date
2011
Author(s)
Lee, Victor
Abstract
Video games are typically executed on high performance CPUs and graphics hardware or expensive high-performance dedicated console machines connected to television sets. Vast improvements in network infrastructure and cloud technologies have enabled a new technology platform entrant, known as “Cloud Gaming” or “Gaming on Demand”, to change the way video games are developed, distributed and consumed. This disruptive innovation will allow pervasive high-performance gaming in various environments with inexpensive clients that are both low cost and integrable into almost any Internet enabled consumer display device ranging from mobile phones to televisions. This paper analyzes the potential of this new platform to disrupt the hardware and software incumbents in the traditional video game industry and transform software development and distribution. The focus will be specifically on Video-Streamed Games-on-Demand (VSGoD), games that are stored remotely and streamed to the user on demand, and the first commercial implementation of VSGoD by company OnLive.
Subjects
Video-Streamed Games-on-Demand
distributed gaming
cloud gaming
disruptive innovation
videogames
Type
thesis
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ntu-100-R98749021-1.pdf
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