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Title: | 雲遊戲浪潮: 某台灣電腦製造公司Built-in Microcloud System PC商業計劃 To catch up with cloud gaming trend: a business plan of PC with Built-in Micro-Cloud System for Taiwan PC manufacturer |
Authors: | 翁紹庭 Weng, Shao-Ting |
Contributors: | 吳文傑 Jack Wu 翁紹庭 Weng, Shao-Ting |
Keywords: | 雲遊戲 Cloud gaming PCs Taiwanese PC Manufacturers |
Date: | 2022 |
Issue Date: | 2022-12-02 15:27:00 (UTC+8) |
Abstract: | The streaming entertainment win market success in recent years, it accelerates technological solution for real-time streaming used in processing of a big amount of data to advance to satisfy consumers’ instant demands, and such a trend comes to the gaming sector. Cloud gaming is an emerging technology allowing people to stream high quality games without consuming computation capability, which need higher hardware specification if users are desired to have better gaming experiences, on their own devices, such as PCs, smartphones, and gaming consoles. According to NewZoo (2021), global cloud gaming market value was 633 million in 2020, and is expected to reach USD 6,532 million by 2024, and the six-year compound annual growth rate (CAGR) would be 76.8% during the period of 2020 to 2024. That is why giant tech companies, like Microsoft, Google, Amazon and Nvidia started their cloud gaming platforms. Although cloud gaming market seems to take off, it might weaken the Gaming PCs with high specification advantage because people tend to purchase entry level gaming PCs. In that case, the major sufferers would be gaming PC manufacturers.
Therefore, this proposal offers a solution, a built-in micro-cloud system PC, to optimize gamers cloud gaming experience and uses a Taiwanese PC manufacturer (Company A) as an example to see whether it is projected to be market successful by examining operational, marketing and financial plans. |
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English 1. Ash, M. (2012). “Running Lean: Iterate from Plan A to a Plan That Works”. O’Reilly Media. 2. Bhojan, A. and Aw, J.-H. E. (2014). “Gamelets—Multiplayer mobile games with distributed micro-clouds”. 2014 Seventh International Conference on Mobile Computing and Ubiquitous Networking (ICMU), IEEE. 3. Bhojan, A., et al. (2020). "CloudyGame: Enabling cloud gaming on the edge with dynamic asset streaming and shared game instances." Multimedia Tools and Applications 79(43): 32503-32523. 4. Cai, W., et al. (2016). "A survey on cloud gaming: Future of computer games." IEEE Access 4: 7605-7620. 5. Cai, W., et al. (2016). "The future of cloud gaming [point of view]." Proceedings of the IEEE 104(4), 687-691. 6. Carroni, E. and Paolini, D. (2020). Business models for streaming platforms: Content acquisition, advertising and users. Information Economics and Policy, 52, 100877. 7. Chen, K., Chang, Y., Tseng, P., Huang, C., and Lei, C. (2011). ‘‘Measuring the latency of cloud gaming systems,’’ in Proc. ACM Int. Conf. Multimedia (MM), Scottsdale, AZ, USA, Nov. 2011, 1269–1272. 8. Company A (2021). “4Q 2021 Investor Conference”. Retrieved from https://www.asus.com/EVENT/Investor/Content/attachment_en/IR_2021_4Q_.pdf 9. Company A (2021). “2020 Annual Report”. Retrieved from https://reurl.cc/55kMy7 10. Company A (2022). “ROG Future Gamer Study (Confidential)”. 11. Company A (2022). ROG Gaming Portal website. https://gaming.Company A.com/GamingPortal/ 12. Engadget (2021, August 26). “Netflix starts testing Stranger Things games in its Android app”. Retrieved from https://www.engadget.com/netflix-mobile-games-app-subscription-test-android-poland-stranger-things-155325550.html 13. Fortune Business Insight (2021, September 22). "Virtual Reality (VR) in Gaming Market Size, Share & COVID-19 Impact Analysis, By Component (Hardware, Software, and Content), By Device (Mobile, Console/PC, and Standalone), and Regional Forecast, 2021-2028". Retrieved from https://www.fortunebusinessinsights.com/industry-reports/virtual-reality-gaming-market-100271 14. GWI (2020). “Live streaming: 2020 trends”. Retrieved from https://reurl.cc/bkZLgd 15. GFK (2021). Sales Database from Company A (Confidential). 16. GamesBeat (2021, June 01). “5G to accelerate cloud gaming expansion”. Retrieved from https://venturebeat.com/2021/06/01/5g-to-accelerate-cloud-gaming-expansion/ 17. Huang, C.-Y., et al. (2013). “GamingAnywhere: an open-source cloud gaming testbed.” Proceedings of the 21st ACM international conference on Multimedia. 18. Intel (2020, November 24). "Boosteroid supports millions of online gamers". Intel. Retrieved from https://www.intel.com/content/www/us/en/customer-spotlight/stories/boosteroid-customer-story.html 19. IDC (2021, September 30). " The Surge in Gaming PC and Monitors Expected to Remain Strong Through 2025, According to IDC". Retrieved from https://www.idc.com/getdoc.jsp?containerId=prUS48277421 20. IDC (2022). Shipment Database from Company A (Confidential). 21. Jon Peddie Research (2019, April 25). JPR forecasts 20 million PC Gamers could defect to TV Gaming platforms. Retrieved from https://www.jonpeddie.com/press-releases/jpr-forecasts-25-million-pc-gamers-could-defect-to-tv-gaming-platforms/ 22. NewZoo (2021). “2021 global Cloud Gaming Report”. Retrieved from https://reurl.cc/12rbo9 23. NewZoo (2021, August 26). “23.7 Million Paying Users Will Generate $1.6 Billion for the Cloud Gaming Market This Year”. Retrieved from https://newzoo.com/insights/articles/23-7-million-paying-users-will-generate-1-6-billion-for-the-cloud-gaming-market-this-year/ 24. Niko Partners (2021, September). “Cloud Gaming in Asia”. Retrieved from https://nikopartners.com/cloud-gaming-in-asia/ 25. Polygon (2020, October15). “Cloud gaming’s history of false starts and promising reboots “. Retrieved from https://www.polygon.com/features/2020/10/15/21499273/cloud-gaming-history-onlive-stadia-google 26. Shea, R., et al. (2013). "Cloud gaming: architecture and performance." IEEE network 27(4), 16-21. 27. SafeBettingSite (2021, April 27). “Global Gaming PC Shipments To Jump By 25% And Hit 62 Million In 2024”. Retrieved from https://reurl.cc/e60eKM 28. VentureBeat (2021, June 23). "Cloud gaming monetization keeps evolving. Retrieved from https://venturebeat.com/2021/06/23/the-evolution-of-cloud-gaming-monetization-models/ |
Description: | 碩士 國立政治大學 國際經營管理英語碩士學位學程(IMBA) 107933016 |
Source URI: | http://thesis.lib.nccu.edu.tw/record/#G0107933016 |
Data Type: | thesis |
DOI: | 10.6814/NCCU202201702 |
Appears in Collections: | [國際經營管理英語碩士學程IMBA] 學位論文
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