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Article type: Research Article
Authors: Laghari, Asif Alia; * | He, Huia | Memon, Kamran Alib | Laghari, Rashid Alic | Halepoto, Imtiaz Alid | Khan, Asiyae
Affiliations: [a] Computer Networks and Security Lab, School of Computer Science and Technology, Harbin Institute of Technology, Harbin, Heilongjiang, China | [b] State Key Laboratory of Information Photonics and Optical Communications, School of Electronic Engineering, Beijing University of Posts and Telecommunications, Beijing, China | [c] School of Mechatronics, Harbin Institute of Technology, Harbin, Heilongjiang, China | [d] QUEST Nawabshah, Sindh, Pakistan | [e] School of Engineering, University of Plymouth, Plymouth, UK
Correspondence: [*] Corresponding author: Asif Ali Laghari, Computer Networks and Security Lab, School of Computer Science and Technology, Harbin Institute of Technology, Harbin, Heilongjiang, China. %****␣mgs-15-mgs190313_temp.tex␣Line␣25␣**** E-mail: [email protected].
Abstract: Cloud gaming is a new way of online gaming, which renders the game data on the cloud side instead of the end user’s system and is forwarded via a high-speed network. In cloud gaming; game software and emulators run on the high-speed server of cloud and services available for users on the commercial and free basis. Users can use rendered data of game from the cloud using thin heterogeneous devices via the Internet to play the game anytime and anywhere. The popularity of cloud gaming has increased since the late 2000s which attract the industry and academia. Quality of experience (QoE) domain has been added in cloud gaming models to assess user satisfaction, enjoyment, and needs during online gaming. In this research paper; we survey and analyze the previous cloud gaming models and models and offer aspects of future development; which will help to give the quality of service (QoS) according to service level agreement (SLA) and increase user satisfaction level for cloud gaming, hence, improving the overall QoE.
Keywords: Quality of experience (QoE), quality of service (QoS), network parameters, cloud gaming
DOI: 10.3233/MGS-190313
Journal: Multiagent and Grid Systems, vol. 15, no. 3, pp. 289-304, 2019
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