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The Impact of Technology in the Gaming Industry

The Impact of Technology in the Gaming Industry

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Published by Regine Labog

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Published by: Regine Labog on Jan 26, 2012
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01/22/2014

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Coleman Fung Institute for Engineering Leadership
 
Gaming
-
on
-
Demand
 
IEOR 171 Technology Leadership Spring 2011Project
April 19, 2011
Authors: Michael Chen, Hanrun Guo, Regine Labog, Jonathan Mui, Ma Than Than ThaikInstructor: Ikhlaq Sidhu
 
 
Abstract
 With technology moving towards faster servers and faster networks, businesses have begun to shifttowards the cloud. The gaming industry is showing signs of movement in the direction of this trend.Computer hardware has finally reached the point where servers can store and run resource-intensive video games and transmit them across the Internet to low-end hardware that would be otherwiseincapable of playing the game itself. This is a new frontier pioneered, not by established industry leaders, but rather by young start-ups with a vision for the future. For the most part, the technology has already  been proven. What’s left is to see where this technology will head and how much it will impact the currentindustry landscape. 
 
 
Table of Contents
GAMING-ON-DEMAND.........................................................................................................................................1
 ABSTRACT..............................................................................................................................................................2
TABLEOFCONTENTS..........................................................................................................................................3
INTRODUCTION....................................................................................................................................................4
1.HISTORYOFVIDEOGAMES..........................................................................................................................4
2.THECURRENTMARKET................................................................................................................................6
PARTA:GAMING-ON-DEMAND.....................................................................................................................10
1.WHATISGAMING-ON-DEMAND?.............................................................................................................10
2.BARRIERSTOSUCCESS...............................................................................................................................11
3.GAMING-ON-DEMAND’SBUSINESSMODEL..........................................................................................15
4.ADVANTAGES.................................................................................................................................................17
5.DISADVANTAGES..........................................................................................................................................20
6.THEFIVEFORCESMODEL..........................................................................................................................21
CONCLUSION.......................................................................................................................................................25
 ABOUTUCBERKELEYCENTERFORENTREPRENEURSHIP&TECHNOLOGY................................26
 ABOUTTHECOLEMANFUNGINSTITUTEFORENGINEERINGLEADERSHIP..................................26
 

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