• Title/Summary/Keyword: Cloud game

Search Result 66, Processing Time 0.026 seconds

A Study on trend Analysis and Future Prospects of Cloud Game Industry - Focus on Device, Platform, Contents - (클라우드 게임산업 동향분석 및 전망에 관한 연구 - 디바이스, 플랫폼, 콘텐츠를 중심으로 -)

  • Doo, Ill Chul;Baek, Jae Yong;Shin, Hyun Wook
    • Journal of Korea Society of Digital Industry and Information Management
    • /
    • v.10 no.4
    • /
    • pp.181-195
    • /
    • 2014
  • The game Industry has been a major leader in business world with its size and volume in terms of profit and culture contents, and ever increasing at the moment. Cloud Game has appeared as a new, combined game format, playable on smart TV and smart phone with its upgraded storage size and fast spreading N-screen. This research studies the present reality of the cloud industry by focusing on three categories which are device type, Platform, and game contents consequently in order to determine the future prospect of cloud games. First, the cloud game business will thrive as devices such as smart TV and smart phone are used widely. Second, the cloud game industry will have a new era when OS systems of Platform are united effectively. Third, the previous platform holders will have to face new challenges brought up by cloud games' service providers. Forth, the gamer, developer, and service provider need each other in order to widen the spectrum of business in cloud game industry.

Development of Cloud-based Game System : Toward Domestic Game Development (클라우드 기반의 게임시스템 개발 : 국내 게임 개발을 중심으로)

  • Han, Sang-geun;Song, Seung-keun
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
    • /
    • 2015.05a
    • /
    • pp.457-458
    • /
    • 2015
  • Recently, the development of cloud technology, related to service has spread to various fields. In the game field, to develop the N screen services using cloud technology without regard to the performance of the device, there is incresing interest to have been able to play to share any information of user in a variety of platforms. This paper aims to find the feature of game was developed using the cloud technology. After literature on the cloud technology research were reviewed, it is checked to how apply in the currently released cloud based game, based on find the features of the game. We expect to develop the cloud based game with feature of cloud and apply to develop the N screen game in the future.

  • PDF

Competitive Advantage Elements in the Global Cloud Game Market (글로벌 클라우드 게임 시장에서의 경쟁우위 요소)

  • Rhee, Chang Seop;Rhee, Hyunjung;Kim, Sehwan
    • Journal of Korea Game Society
    • /
    • v.20 no.5
    • /
    • pp.3-12
    • /
    • 2020
  • The introduction of 5G greatly reduced service traffic speed and capacity problems. In this communication environment, the market demand for cloud games is increasing, and cloud games are considered as a replacement for mobile games in the future. This study explains the changes in the game industry, and the characteristics and market status of cloud games. Next, this study suggests competitive advantage elements for cloud games market. We expect that this study could help make decisions related to policy support for the cloud game market and industry.

A Cloud Computing Technology in Overseas Game development (해외 게임 개발에서 클라우드 컴퓨팅 기술)

  • Han, Sang-geun;Song, Seung-keun
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
    • /
    • 2015.05a
    • /
    • pp.461-462
    • /
    • 2015
  • Term of cloud computing has passed a long time, appeared on the important theme in IT. And cloud computing are used in various fields in which the development and market size of cloud technology increases worldwide. This paper aim to derive the cloud features of computing service that was used to game development overseas. Many literature related to cloud computing reviewed, to find out how it is applied was released overseas cloud game the present. We expected that it is guideline when develop a game by utilizing the cloud computing service.

  • PDF

Cloud-Based Gaming Service Platform Supporting Multiple Devices

  • Kim, Kyoung Ill;Bae, Su Young;Lee, Dong Chun;Cho, Chang Sik;Lee, Hun Joo;Lee, Kyu Chul
    • ETRI Journal
    • /
    • v.35 no.6
    • /
    • pp.960-968
    • /
    • 2013
  • To implement a cloud game service platform supporting multiple users and devices based on real-time streaming, there are many technical needs, including game screen and sound capturing, audio/video encoding in real time created by a high-performance server-generated game screen, and real-time streaming to client devices, such as low-cost PCs, smart devices, and set-top boxes. We therefore present a game service platform for the running and management of the game screen, as well as running the sound on the server, in which the captured and encoded game screen and sound separately provide client devices through real-time streaming. The proposed platform offers Web-based services that allow game play on smaller end devices without requiring the games to be installed locally.

Network-Adaptive N-Screen Game System on Cloud Computing Environment (클라우드 컴퓨팅 환경에서의 네트워크 적응적 N-스크린 게임 시스템)

  • Ryu, Eun-Seok;Kang, Shin-Jin
    • Journal of Korea Game Society
    • /
    • v.12 no.3
    • /
    • pp.59-68
    • /
    • 2012
  • This paper describes the design and implementation of a network-adaptive N-screen game system to be used in cloud computing. The system we are considering needs to generate game video in a cloud server and transmit the video to multiple game devices over an in-home wireless network via a home game server. It is difficult to support multiple screens which have different resolutions with a single bitstream of game video. Therefore, we developed a new network-adaptive game-video extraction and transmission method using (1) scalable video coding and (2) Raptor code techniques. The simulation, conducted with real game-video, verified the efficiency of the proposed video streaming system.

A Prospective Study of Game Content based on Wearable Device (웨어러블 디바이스 기반의 게임콘텐츠 전망 연구)

  • Baek, Jaeyong;Chang, Hyojin;Kim, Youngjae
    • Journal of Korea Society of Digital Industry and Information Management
    • /
    • v.11 no.1
    • /
    • pp.145-155
    • /
    • 2015
  • The game industry has changed along with the advancement of device technology. The wearable, a recently appeared device will create new demand in this saturated age of the smart devices. The game industry's content targeted towards the wearable devices will play an important role as main driving source. For this reason, this research studies the development aspect and the current technical capabilities of games' platforms and contents by analyzing the contrast between the results of features and current situations of the wearable market. Consequently, we define the prospects of game content for wearable device. We also expect that the new style of the game content, combined with cloud game, augmented reality game and virtual reality game will appear in the next generation platforms gearing towards the wearable devices.

A Study on the Consol Game Based on the Cloud System (클라우드 시스템 기반의 콘솔 게임에 관한 연구)

  • Kim, Pan-Kwan;Park, Seok-young;Lee, Young-Hun;Cho, Hyun-Gu;Kang, Min-Ju;Kim, Hyo-Nam
    • Proceedings of the Korean Society of Computer Information Conference
    • /
    • 2015.07a
    • /
    • pp.238-239
    • /
    • 2015
  • 본 논문에서는 국내 게임 시장 규모에서 다른 부분에 비해 떨어지는 콘솔 게임 시장의 발전방향으로 클라우드 기반의 콘솔게임기술에 대한 내용 제안한다. 콘솔게임의 새로운 패러다임의 방향은 사람들이 콘솔의 가장 큰 단점으로 꼽은 기기의 가격으로 인한 경제적인 부담을 덜어내며 부피의 간소화의 효과 또한 기대한다. 이러한 기대로 단점을 보완하여 콘솔 게임을 대중화 시킨다면 자연스레 시장의 확장으로 이어지며 이러한 시장 확장 상황에서 기업들의 정책 방향을 연구할 수 있을 것으로 기대한다.

  • PDF

Analysis of VR Game Trends using Text Mining and Word Cloud -Focusing on STEAM review data- (텍스트마이닝과 워드 클라우드를 활용한 VR 게임 트렌드 분석 -스팀(steam) 리뷰 데이터를 중심으로-)

  • Na, Ji Young
    • Journal of Korea Game Society
    • /
    • v.22 no.1
    • /
    • pp.87-98
    • /
    • 2022
  • With the development of fourth industrial revolution-related technology and increased demands for non-face-to-face services, VR games attract attention. This study collected VR game review data from an online game platform STEAM and analyzed chronical trends using text mining and word cloud analysis. According to the results, experience and perceived cost were major trends from 2016 to 2017, increased demands for FPS and rhythm games were from 2018 to 2019, and story and immersion were from 2020 to 2021. It aims to contribute to expanding the base of VR games by identifying the keywords VR users take interest in by period.

A Scalable Hybrid P2P MMOG Cloud Architecture for Load Management in a Region (영역내 부하 관리를 위한 확장적 하이브리드 P2P MMOG 클라우드 구조)

  • Kim, Jin-Hwan
    • The Journal of the Institute of Internet, Broadcasting and Communication
    • /
    • v.22 no.3
    • /
    • pp.83-91
    • /
    • 2022
  • This paper proposes a scalable hybrid P2P(peer-to-peer) cloud architecture for MMOGs(massively multiplayer online games) which includes load management schemes for each region. A game world is divided into several game regions and each game region is serviced by at least one peer(player) in this MMOG cloud environment. The load must be managed regionally to support smooth interactions among them even in the presence of a high concentration of players in a specific region. In the proposed architecture where an efficient and effective provisioning of resources is realized, it is suitable for players to interact with cloud servers effectively and it avoids bottlenecks of the current client-server MMOG architecture. This architecture also relieves a lot of computational power and network traffic, the load on the servers in the cloud by exploiting the capacity of the players. Simulation results show that the proposed hybrid P2P cloud architecture can reduce the considerable bandwidth at the server compared to the client server architecture as the available resources grow with the number of players in crowding or hotspots.