![]() Special Interest Group on Networked Games (NetGames SIG)IEEE ComSoc Internet
Technical Committee Objectives According
to
a recent report from
market intelligence firm Newzoo, the global gaming revenue is
estimated at $149 billion
for 2017, where software
revenue alone for 2017 is
estimated to generate $116
billion and expected to
reach $143.5 billion by
2020 [1] [2]. This tremendous growth is
driven by several factors
including advances in
graphics hardware and
proliferation of mobile
devices. The ubiquity of
network connections has
also driven up the demand
for online gaming. Cloud
gaming, the newest entry
in the online gaming
world, has recently
emerged as a new service
that offers the
possibility to play online
games using any terminal,
such as a tablet, a
smartphone, or a TV
screen, without the need
for expensive high-end 3D
graphics rendering and
powerful computing
hardware and software.
With these technological
advancements, online
gaming hits a huge market
of mass consumers desiring
better playing
experiences. More
recently, we have been
witnessing an explosion of
new game-based online
services, such as e-sports
and gamecasting, which are
attracting a massive
number of players and
viewers. This
ever-increasing number of
users is straining the
underlying network and
introducing new technical
challenges that require
synthesis of a variety of
research areas.
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