Open Access Articles- Top Results for Cloud gaming

Cloud gaming

Not to be confused with Cloud (video game).

Cloud gaming, sometimes called gaming on demand, is a type of online gaming. Currently there are two main types of cloud gaming: cloud gaming based on video streaming and cloud gaming based on file streaming. Cloud gaming aims to provide end users friction-less and direct play-ability of games across various devices.


Cloud gaming is an umbrella term used to describe a form of online game distribution. The most common methods of cloud gaming currently are video (or pixel) streaming and file streaming.

"Cloud gaming", also called "gaming on demand", is a type of online gaming that allows direct and on-demand video streaming of games onto computers, consoles and mobile devices, similar to video on demand, through the use of a thin client. The actual game is stored, executed, and rendered on the remote operator's or game company's server and the video results are streamed directly to a consumer's computers over the internet.[1] This allows access to games without the need of a console and largely makes the capability of the user's computer unimportant, as the server is the system that is running the processing needs.[2][3] The controls and button presses from the user are transmitted directly to the server, where they are recorded, and the server then sends back the game's response to the input controls. Companies that use this type of cloud gaming include PlayGiga, CiiNOW, Ubitus, Playcast Media Systems, Gaikai and OnLive.[citation needed]

Gaming on demand is a game service which takes advantage of a broadband connection, large server clusters, encryption and compression to stream game content to a subscriber's device. Users can play games without downloading or installing the actual game. Game content isn't stored on the user's hard drive and game code execution occurs primarily at the server cluster, so the subscriber can use a less powerful computer to play the game than the game would normally require, since the server does all performance-intensive operations usually done by the end user's computer.[4][5] Most cloud gaming platforms are closed and proprietary; the first open source cloud gaming platform was not released until April, 2013.[6]

Cloud gaming based on file streaming, also known as progressive downloading, deploys a thin client in which the actual game is run on the user's gaming device such as a mobile device, a PC or a console. A small part of a game, usually less than 5% of the total game size, is downloaded initially so that the gamer can start playing quickly. The remaining game content is downloaded to the end user's device while playing. This allows instant access to games with low bandwidth Internet connections without lag. The cloud is used for providing a scalable way of streaming the game content and big data analysis. Cloud gaming based on file streaming requires a device that has the hardware capabilities to operate the game. Often, downloaded game content is stored on the end user's device where it is cached. Companies that use this type of cloud gaming include Kalydo, Approxy and SpawnApps.[citation needed]


Name Status Years active Notes
GamingAnywhere Active Open-source software[7]
StreamMyGame Active Proprietary software
G-cluster Active
Gface Active
Kalydo Active
Playcast Media Systems Active
PlayGiga Active
PlayKey Active
PlayStation Now Active
LiquidSky Active
InstantAction Discontinued 2007-2010
Gaikai Discontinued 2009-2012 Merged with PlayStation Now.
OnLive Discontinued 2010-2015
Big Fish Games Discontinued 2011-2013[citation needed] Merged with PlayStation Now.[8]


In 2000, G-cluster demonstrated cloud gaming technology at E3. The original offering was cloud gaming service over WiFi to handheld devices.[citation needed] Video game developer Crytek began research on a cloud gaming system in 2005 for Crysis, but halted development in 2007 to wait until the infrastructure and cable Internet providers were up for the task.[9] OnLive officially launched in March 2010, and its game service began in June with the sale of its OnLive microconsole.[10][11] In November, SFR launched a commercial cloud gaming service on IPTV in France, powered by G-cluster technology.[12][13]

Gaikai, which allows game publishers and others to embed free streaming gameplay trials on their websites, launched its open beta in February 2011 with games from Electronic Arts including Dead Space 2, Mass Effect 2, and Sims 3.[14] Gaikai-enabled games can be embedded directly inside websites, on Facebook,[15] or on mobile devices[16] and IPTVs.[17] In spring 2011, Gaikai went live with multiple partnerships including Walmart and The Escapist, as well as announcing deals with Eurogamer and Capcom.[18] Gaikai-enabled games stream from within web browsers without requiring downloads, special plug-ins, or registration, and can be activated by clicking on an enabled advertisement or visiting a Gaikai-powered game destination.[19] Sony purchased Gaikai, then the largest cloud gaming service provider, in July 2012.[20]

In 2012, Orange launches commercial cloud gaming service to all of its IPTV subscribers in France powered by G-cluster technology.[21]

See also


  1. ^ Shea, Ryan; Jiangchuan Liu, Edith C.-H. Ngai, Yong Cui (July–August 2013). "Cloud Gaming: Architecture and Performance". IEEE Network: 16–21. 
  2. ^ "Exclusive: Does cloud gaming spell the end for consoles?". TechRadar. March 24, 2009. Retrieved October 7, 2010. 
  3. ^ "Taking gaming into the 'cloud'". BBC News. June 9, 2009. Retrieved October 7, 2009. 
  4. ^ Beaumont, Claudine (June 18, 2010). "OnLive launches cloud-based gaming service". The Daily Telegraph (London). Retrieved October 7, 2010. 
  5. ^ Crowther, Joe (June 17, 2010). "OnLive launch cloud gaming platform". Metro. Retrieved October 7, 2010. 
  6. ^ "GamingAnywhere -- An Open Source Cloud Gaming System". April 17, 2013. Retrieved April 21, 2013. 
  7. ^ GamingAnywhere License
  8. ^ Sony tarafından satın alınan OnLive hizmetlerine 30 Nisan’da son veriyor
  9. ^ Dobra, Andrei (April 27, 2009). "Crytek Attempted Cloud Gaming Way Before OnLive". Softpedia. Retrieved October 7, 2010. 
  10. ^ Perlman, Steve (2010-03-10). "OnLive: Coming to a Screen Near You". Retrieved 2010-03-10. 
  11. ^ Shiels, Maggie (2010-03-11). "'Console killer' OnLive to launch in June". Retrieved 2010-03-11. 
  12. ^ "Accueil Jeux vidéo". Retrieved 2013-07-07. 
  13. ^ "Reportage : SFR dévoile son service de jeux vidéo "cloud gaming" sur Neufbox". 2010-10-20. Retrieved 2013-07-07. 
  14. ^ "Gaikai cloud gaming service goes live". February 27, 2011. Retrieved March 14, 2011. 
  15. ^ "Gaikai to add 10 million monthly active users by fall 2011". June 24, 2011. Retrieved July 5, 2011. 
  16. ^ Zimmerman, Conrad (May 3, 2010). "World of Warcraft running on an iPad?". Retrieved July 5, 2011. 
  17. ^ "Perry promises Gaikai on TVs by 2012". June 10, 2011. Retrieved July 5, 2011. 
  18. ^ Snider,Mike (July 5, 2011). "Capcom teams up with cloud video game company Gaikai". USA Today. Retrieved July 5, 2011. 
  19. ^ "What is Gaikai?". Retrieved July 5, 2011. 
  20. ^ "Sony acquires cloud gaming service Gaikai for $380m". The Times Of India. Retrieved 2012-07-05. 
  21. ^ Business Wire (2012-10-08). "G-cluster Global and Orange Group Strike Cloud Gaming Partnership". Business Wire. Retrieved 2013-07-07. 

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