Cloud Gaming Virtual Community: A Case Study in China

Cloud Gaming Virtual Community: A Case Study in China

Yulin Yao, Victor Chang
DOI: 10.4018/IJOCI.2015040101
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Abstract

Cloud gaming is an emerging Cloud service that trust and trust building in the gaming community is highly important. This paper aims to further investigate a Chinese case study for Cloud gaming by collecting and analyzing data from two most populous cities in China, Beijing and Shanghai. Data analysis and discussion were explained. Results highly support questionnaires designed based on our hypotheses with mean scores 3.5 and above, low standard deviations, high R-squared values above 0.96 and low p-values 0.05 and below. Data between Beijing, Shangia and Chengdu are compared with each other with explanations for all the outputs. We plan to develop a new method that can offer large-scale ANOVA analysis in a single attempt. Limitations and future directions of this research have been addressed, whereby critical factors that can guarantee successful delivery and services of Cloud gaming including trust will be investigated.
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2. Literature About The Cloud Gaming

This section is divided into the literature for the Cloud Computing adoption and the general literature of Cloud gaming.

2.1. The literature for the current and future Cloud Computing adoption

While Gaming as a Service (GaaS) is the topic for investigation, it relates to related topics including Cloud Computing and Internet of Things (IoT). GaaS is delivered as a service in the Cloud. Similarly, all the data such as the gamer’s statistics, game server data, conversations between gamers in the game or between gamers on social networks and community data can be found in the Internet or the gaming Cloud. One way or the other, all these information can be retrieved and obtained by Cloud Computing and IoT. Hence, the future-proof adoption techniques, architecture and business models are essential for the Cloud gaming development. A specific GaaS system design, implementation and service is required to develop the next generation of GaaS. Related literature and services will be explained in the following section.

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