Success factors of cloud-gaming services

Detalhes bibliográficos
Autor(a) principal: Zimmermann, Phillip
Data de Publicação: 2021
Tipo de documento: Dissertação
Idioma: eng
Título da fonte: Repositório Científico de Acesso Aberto de Portugal (Repositórios Cientìficos)
Texto Completo: http://hdl.handle.net/10400.14/38517
Resumo: In 2010 OnLive launched the world’s first commercial cloud-gaming-service. Ever since, cloud-gaming is considered as the “future” of gaming by many players in the multi-billiondollar industry of gaming. This study aims to research possible success factors of the innovative business model and reveal the research questions, namely which drivers increase or hinder the utilization of cloud-gaming. By conducting qualitative (10 interviews) and quantitative research (203 viable answers) among a broad sample across German gaming communities’ meaningful insights were exposed. It was found that the service, at current state, is, due to underlying technology, not suitable for all gaming genres, mainly because of its dependency on latency. Service that goes beyond consumers’ expectations eventually causes great interest in the service, especially in form of access to ‘AAA’-titles. With cloud-gaming-services, commonly in form of a digital product, consumers are concerned with not physically owning a device. Nonetheless, CEOs of the largest enterprises in different industries are optimistic that cloud-gaming will, with progress in technology, soon be more appreciated within the communities and become the future of gaming.
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spelling Success factors of cloud-gaming servicesDomínio/Área Científica::Ciências Sociais::Economia e GestãoIn 2010 OnLive launched the world’s first commercial cloud-gaming-service. Ever since, cloud-gaming is considered as the “future” of gaming by many players in the multi-billiondollar industry of gaming. This study aims to research possible success factors of the innovative business model and reveal the research questions, namely which drivers increase or hinder the utilization of cloud-gaming. By conducting qualitative (10 interviews) and quantitative research (203 viable answers) among a broad sample across German gaming communities’ meaningful insights were exposed. It was found that the service, at current state, is, due to underlying technology, not suitable for all gaming genres, mainly because of its dependency on latency. Service that goes beyond consumers’ expectations eventually causes great interest in the service, especially in form of access to ‘AAA’-titles. With cloud-gaming-services, commonly in form of a digital product, consumers are concerned with not physically owning a device. Nonetheless, CEOs of the largest enterprises in different industries are optimistic that cloud-gaming will, with progress in technology, soon be more appreciated within the communities and become the future of gaming.Em 2010 a OnLive lançou o primeiro serviço comercial de jogos de nuvens do mundo. Desde então, os jogos nublados são considerados como o "futuro" dos jogos por muitos jogadores da indústria do jogo. Este estudo visa investigar possíveis factores de sucesso do modelo de negócio inovador e revelar novamente as questões de investigação, nomeadamente quais os factores que aumentam ou dificultam a utilização dos jogos de azar com as nuvens. Através da realização de investigação qualitativa (10 entrevistas) e quantitativa (203 resultados viáveis) entre uma ampla amostra das percepções significativas das comunidades de jogo alemãs foram expostas. Verificou-se que o serviço, no estado actual, não é, devido à tecnologia subjacente, adequado para todos os géneros de jogos, principalmente devido à sua dependência da latência. Um serviço que vai além das expectativas dos consumidores acaba por causar grande interesse no serviço, especialmente sob a forma de acesso às legendas "AAA". Com os serviços de jogos de nuvens, geralmente sob a forma de um produto digital, os consumidores preocupam-se em não possuir fisicamente um dispositivo. No entanto, os CEOs das maiores empresas em diferentes indústrias estão optimistas de que os "cloud-gaming", com o progresso da tecnologia, serão em breve mais apreciados dentro das comunidades e tornar-se-ão no futuro dos jogos.Rita, Miguel Fontes Casegas CorreiaVeritati - Repositório Institucional da Universidade Católica PortuguesaZimmermann, Phillip2022-08-04T13:02:52Z2022-01-312021-122022-01-31T00:00:00Zinfo:eu-repo/semantics/publishedVersioninfo:eu-repo/semantics/masterThesisapplication/pdfhttp://hdl.handle.net/10400.14/38517TID:202965120enginfo:eu-repo/semantics/openAccessreponame:Repositório Científico de Acesso Aberto de Portugal (Repositórios Cientìficos)instname:Agência para a Sociedade do Conhecimento (UMIC) - FCT - Sociedade da Informaçãoinstacron:RCAAP2023-07-12T17:44:01Zoai:repositorio.ucp.pt:10400.14/38517Portal AgregadorONGhttps://www.rcaap.pt/oai/openaireopendoar:71602024-03-19T18:31:27.360550Repositório Científico de Acesso Aberto de Portugal (Repositórios Cientìficos) - Agência para a Sociedade do Conhecimento (UMIC) - FCT - Sociedade da Informaçãofalse
dc.title.none.fl_str_mv Success factors of cloud-gaming services
title Success factors of cloud-gaming services
spellingShingle Success factors of cloud-gaming services
Zimmermann, Phillip
Domínio/Área Científica::Ciências Sociais::Economia e Gestão
title_short Success factors of cloud-gaming services
title_full Success factors of cloud-gaming services
title_fullStr Success factors of cloud-gaming services
title_full_unstemmed Success factors of cloud-gaming services
title_sort Success factors of cloud-gaming services
author Zimmermann, Phillip
author_facet Zimmermann, Phillip
author_role author
dc.contributor.none.fl_str_mv Rita, Miguel Fontes Casegas Correia
Veritati - Repositório Institucional da Universidade Católica Portuguesa
dc.contributor.author.fl_str_mv Zimmermann, Phillip
dc.subject.por.fl_str_mv Domínio/Área Científica::Ciências Sociais::Economia e Gestão
topic Domínio/Área Científica::Ciências Sociais::Economia e Gestão
description In 2010 OnLive launched the world’s first commercial cloud-gaming-service. Ever since, cloud-gaming is considered as the “future” of gaming by many players in the multi-billiondollar industry of gaming. This study aims to research possible success factors of the innovative business model and reveal the research questions, namely which drivers increase or hinder the utilization of cloud-gaming. By conducting qualitative (10 interviews) and quantitative research (203 viable answers) among a broad sample across German gaming communities’ meaningful insights were exposed. It was found that the service, at current state, is, due to underlying technology, not suitable for all gaming genres, mainly because of its dependency on latency. Service that goes beyond consumers’ expectations eventually causes great interest in the service, especially in form of access to ‘AAA’-titles. With cloud-gaming-services, commonly in form of a digital product, consumers are concerned with not physically owning a device. Nonetheless, CEOs of the largest enterprises in different industries are optimistic that cloud-gaming will, with progress in technology, soon be more appreciated within the communities and become the future of gaming.
publishDate 2021
dc.date.none.fl_str_mv 2021-12
2022-08-04T13:02:52Z
2022-01-31
2022-01-31T00:00:00Z
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