Skip to main content

Mobile Cloud Gaming

  • Living reference work entry
  • First Online:
Encyclopedia of Computer Graphics and Games

Synonyms

MCG; Mobile cloud gaming

Definitions

Mobile cloud gaming (MCG) is a new type of mobile gaming, in which games are stored, synchronized, and rendered in the remote cloud platform and delivered to mobile users using video streaming technology.

Introduction

As a killer application in the mobile app market, the growth of mobile gaming is very impressive in the past decade. The major obstacle that may hinder the further growth of mobile gaming is the constraint of limited resources on mobile devices. However, it is fortunate that recent advances in cloud computing shed lights on the feasibility of playing high-end video games on mobile devices.

Mobile cloud gaming (MCG) enables mobile users to play games in the cloud and thus mitigates the tension between high requirements of video games and limited resources on mobile devices. By offloading computation-intensive tasks to the powerful cloud platform, the capacity of mobile devices can be significantly augmented (Wei Cai et al. 2013...

This is a preview of subscription content, log in via an institution to check access.

Access this chapter

Institutional subscriptions

References

  • Agrawal, S., Constandache, I., Gaonkar, S., Roy Choudhury, R., Caves, K., DeRuyter, F.: Using mobile phones to write in air. In: Proceedings of the 9th International Conference on Mobile Systems, Applications, and Services – MobiSys ‘11, pp. 15–28 (2011)

    Google Scholar 

  • Benford, S., Magerkurth, C., Ljungstrand, P.: Bridging the physical and digital in pervasive gaming. Commun. ACM 48, 54–57 (2005)

    Google Scholar 

  • Chen, K., Huang, C., Hsu, C.: Cloud gaming onward: research opportunities and outlook. In: 2014 I.E. International Conference on Multimedia and Expo Workshops (ICMEW), pp. 1–4 (2014)

    Google Scholar 

  • Chuah, S., Yuen, C., Cheung, N.: Cloud gaming: a green solution to massive multiplayer online games. IEEE Wirel. Commun. 21, 78–87 (2014)

    Google Scholar 

  • Gao, G., Hu, H., Wen, Y., Westphal, C.: Resource provisioning and profit maximization for transcoding in clouds: a two-timescale approach. IEEE Trans. Multimedia, 19, 836–848 (2016)

    Google Scholar 

  • Hamilton, W., Garretson, O., Kerne, A.: Streaming on twitch. In: Proceedings of the 32nd Annual ACM Conference on Human Factors in Computing Systems – CHI ‘14, pp. 1315–1324 (2014)

    Google Scholar 

  • Hu, H., Wen, Y., Luan, H., Chua, T., Li, X.: Toward multiscreen social TV with geolocation-aware social sense. IEEE MultiMedia 21, 10–19 (2014)

    Google Scholar 

  • Hu, H., Wen, Y., Chua, T., Huang, J., Zhu, W., Li, X.: Joint content replication and request routing for social video distribution over cloud CDN: a community clustering method. IEEE Trans. Circuits Syst. Video Technol. 26, 1320–1333 (2016)

    Google Scholar 

  • Jarschel, M., Schlosser, D., Scheuring, S., Hoßfeld, T.: An evaluation of QoE in cloud gaming based on subjective tests. In: 2011 Fifth International Conference on Innovative Mobile and Internet Services in Ubiquitous Computing (2011)

    Google Scholar 

  • Satyanarayanan, M., Bahl, P., Caceres, R., Davies, N.: The case for VM-based cloudlets in mobile computing. IEEE Pervasive Comput. 8, 14–23 (2009)

    Google Scholar 

  • Schaefer, C., Enderes, T., Ritter, H., Zitterbart, M.: Subjective quality assessment for multiplayer real-time games. In: Proceedings of the 1st Workshop on Network and System Support for Games – NETGAMES ‘02, pp. 74–78 (2002)

    Google Scholar 

  • Vasisht, D., Wang, J., Katabi, D.: RF-IDraw. In: Proceedings of the 6th Annual Workshop on Wireless of the Students, by the Students, for the Students – S3 ‘14, pp. 1–4 (2014)

    Google Scholar 

  • Wang, S., Dey, S.: Modeling and characterizing user experience in a cloud server based mobile gaming approach. In: GLOBECOM 2009 – 2009 I.E. Global Telecommunications Conference, pp. 1–7 (2009)

    Google Scholar 

  • Wei Cai, Leung, V., Min Chen: Next generation mobile cloud gaming. In: 2013 I.E. Seventh International Symposium on Service-Oriented System Engineering, pp. 551–560 (2013)

    Google Scholar 

  • Wen, Y., Zhu, X., Rodrigues, J., Chen, C.: Cloud mobile media: reflections and outlook. IEEE Trans. Multimedia 16, 885–902 (2014)

    Google Scholar 

  • Zhang, W., Wen, Y., Guan, K., Kilper, D., Luo, H., Wu, D.: Energy-optimal mobile cloud computing under stochastic wireless channel. IEEE Trans. Wirel. Commun. 12, 4569–4581 (2013)

    Google Scholar 

Download references

Author information

Authors and Affiliations

Authors

Corresponding author

Correspondence to Di Wu .

Editor information

Editors and Affiliations

Rights and permissions

Reprints and permissions

Copyright information

© 2017 Springer International Publishing AG

About this entry

Cite this entry

Wu, D., Ke, Y., He, J., Li, Y., Chen, M. (2017). Mobile Cloud Gaming. In: Lee, N. (eds) Encyclopedia of Computer Graphics and Games. Springer, Cham. https://doi.org/10.1007/978-3-319-08234-9_77-2

Download citation

  • DOI: https://doi.org/10.1007/978-3-319-08234-9_77-2

  • Received:

  • Accepted:

  • Published:

  • Publisher Name: Springer, Cham

  • Print ISBN: 978-3-319-08234-9

  • Online ISBN: 978-3-319-08234-9

  • eBook Packages: Springer Reference Computer SciencesReference Module Computer Science and Engineering

Publish with us

Policies and ethics