Cloud Gaming Consumer Experience

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Journal Title
Journal ISSN
Volume Title
School of Business | Bachelor's thesis
Date
2023
Major/Subject
Mcode
Degree programme
(Mikkeli) Bachelor’s Program in International Business
Language
en
Pages
31
Series
Abstract
Objectives The main objectives of this study were to review the technological specifications, economic viability, and user experience of cloud gaming. The study also sought to assess the existing level of player uptake of cloud gaming and pinpoint the key problems. Finally, the study focused on latency, input lag, and visual quality to assess how cloud gaming affects user experience. Summary This thesis focuses on consumer experience by interviewing experienced gamers and also has autoethnography to fill in some details. The literature review mainly summarizes current information on cloud gaming and the current providers. It also covers relevant topics and factors. Conclusions The research mainly confirmed what was already known in the literature review but also uncovered some factors that were not talked about. Bandwidth and latency is still the priority when it comes to users experience with cloud gaming but they’re not necessarily the only things that guarantee prolonged usage.
Description
Thesis advisor
Hassan, Lobna
Keywords
video games industry, internet, games, interview, technology
Other note
Citation