In the late 2000’s, several startups including OnLive and GaiKai started to offer cloud gaming services. Cloud gaming, as illustrated in Figure 1, refers to the technologies that offload parts of game software from traditional game consoles or Personal Computers (PCs) to powerful and elastic cloud infrastructures. Cloud gaming makes perfect sense to: (i) gamers, who otherwise have to constantly upgrade their consoles or PCs, which is certainly no fun and costly, (ii) cloud service providers, who can sell the already-deployed and idling cloud resources to support the cutting-edge games that are extremely resource-hungry, and (iii) game developers, who no longer need to spend months to port their games to different platforms. As such, cloud gaming has attracted significant attention from both academia and industry.


Wei Cai, Ryan Shea, Chun-Ying Huang, Kuan-Ta Chen, Jiangchuan Liu, Victor C. M. Leung, and Cheng-Hsin Hsu, "The Future of Cloud Gaming," Proceedings of IEEE, Vol. 104, Issue 4, pp. 687--691, April 2016.


@article{cai16:cgpov, author = {Wei Cai and Ryan Shea and Chun-Ying Huang and Kuan-Ta Chen and Jiangchuan Liu and Victor C. M. Leung and Cheng-Hsin Hsu}, title = {The Future of Cloud Gaming}, journal = {Proceedings of {IEEE}}, volume = {104}, number = {4}, pages = {687--691}, month = {April}, year = {2016} }