Name:
Final Powerpoint.pptx
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10.49Mb
Format:
Microsoft PowerPoint 2007
Description:
Powerpoint Presentation
Name:
DT_AGREEMENT_THESIS_PUBLISH.pdf
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102.1Kb
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PDF
Description:
Agreement to Publish Thesis
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Author
Truong, DanielKeyword
Cloud computingData transmission
Virtual gaming
Games
Video
Latency
Lag
Graphics
Input
Server
Services
Subscription
Date Published
2021-05
Metadata
Show full item recordAbstract
Recently, tech companies such as Google and Microsoft have invested resources into offering cloud-based delivery of video games. Delivery of games over such a medium negates the need of requiring dedicated video game consoles or computers with robust 3D graphics hardware. Tangible hardware requirements for traditional video game playing are currently undergoing a supply shortage due to a multitude of factors, particularly related to the COVID-19 pandemic. This project evaluates the cost of using cloud services vs. using a physical video game console. Also, this article evaluates whether players can come up with a custom solution utilizing VPS (virtual private server) providers such as Amazon Web Services. By utilizing the diffusion of innovations theory, we evaluate how the common actors of the video game industry try to replicate the traditional video game playing experience, but in a cloud setting. Results confirm that those wishing to use cloud-based services should only need a consumer-level personal computing device (such as a laptop or smartphone) to access them. Consumers must also take heed of their networking infrastructure, as well as the supported library of games that each service carries if they intend to maximize their value for each cloud service.