QYResearch: Sony Being The World Leading Player Of Cloud Gaming Market


Author: Zhang Xuan
Company: QYResearch

When it comes to the statistic from QYResearch, cloud gaming industry is relatively concentrated, manufacturers are mostly in the USA, Europe, Japan and China. Among them, USA output value accounted for more than 42.60% of the total output value of global cloud gaming in 2016. Sony is the world leading manufacturer in global cloud gaming market with the market share of 44.64%, in terms of revenue.



In cloud gaming implementation, client-server structure is used to create a communication between front end and back end. User inputs are collected and delivered to cloud by UDP link and then data centre starts analysing incoming inputs and gives responses that can be either file stream or a video stream. In the next step, TCP connection receives packets and allocates them to each client. During the communication, required data is encoded into streams and decoded into frames in TCP connection so that video is shown to clients.

The architecture of cloud gaming basically includes application services, platform services and infrastructure services. These layers can be divided into sub-layers depending on the service properties. Software as a service (SaaS) is introduced to provide applications stored in the cloud so that users are able to use these apps remotely without installing them. As a middle layer in the structure, platform as a service (PaaS) offers a middle-ware platform to develop applications online and manages the use of resources on web services on remote object. Finally, infrastructure as a service (IaaS) is a lower layer that gives physical environment support for cloud computing containing a group of connected computers and ultra-capacity storages as well as a data centre to compute every possible algorithm and data.

While the rapid growth of cloud gaming, challenges especially security risk, latency and bandwidth as well as packet loss are gradually arisen to impede technology developments. Benefits and impacts follow the appearance of cloud gaming and change the way players experience games traditionally. No heavy deployment on hardware or further downloading or updating is required and therefore less production such as disc will be made by vendors.

Because of gamers might expect higher standard experience is met, quality of experience (QoS) is proposed to deal with explosively increased requirements to enhance the performance of gaming. Two research covered on different topics are given to analyse the factors that influence the QoS.



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