The First International Workshop on
Cloud Gaming Systems and Networks (C-Game)
 Monday, July 14, 2014  -- Chengdu, China
in conjunction with IEEE International Conference on Multimedia and Expo (ICME 2014)

Theme and Scope

Online gaming systems, which mix various multimedia such as image, video, audio, and graphics to enable players to interact with each other over the Internet, are now widely used not just for entertainment, but also for socializing, business, commerce, scientific experimentation, and many other practical purposes. Gaming is now a multi-billion dollar industry all over the world, having already surpassed the much longer-established film and music industries, and generating more revenue than each of cinema and DVD/BlueRay industries. Cloud gaming, the newest entry in the online gaming world, leverages the well-known concept of cloud computing to provide online gaming services to players. The idea in cloud gaming is to process the game events in the cloud and to stream the game to the players. Cloud gaming can be single player, where a user plays the game on his/her own, or multiplayer, where multiple geographically distributed users play with or against each other. Since it uses the cloud, scalability, server bottlenecks, and server failures are alleviated to a great extent, helping it become more popular in both research and industry, with companies such as OnLive, StreamMyGame, Gaikai, G-Cluster, OTOY, Spoon, CiiNOW, with Sony and Microsoft to join in 2014.

The aim of this workshop is to provide a forum that brings together multimedia researchers and practitioners from various facets of multimedia topics and allows them to have active discussions and interactions on the clearly focused, hot, and emerging topic of Cloud Gaming. We encourage discussions based on the presented papers to advance the state-of-the-art and to identify current and future research topics. In this workshop, we seek original papers that propose new methods, systems, and other solutions which overcome the above shortcomings. Specifically, we seek papers in the following and similar topics:

  • Adaptive video/graphics streaming according to player’s device limitations
  • Methods to speed up video coding and video/graphics streaming at the cloud side
  • Methods to decrease the required bandwidth while maintaining gameplay quality
  • Energy-efficient video/graphics streaming based on player’s device battery and download limitations
  • Energy-efficient cloud computing for game rendering and video coding at the server side
  • Cloud-player latency improvement and delay mitigation techniques
  • Player-cloud and player-player interactions: effects of delay and visual quality limitations on gameplay, and methods to improve them
  • Efficient capturing, processing, and streaming of Kinect-like, Wii-like, gesture, touch, and similar gaming interface data to the cloud
  • Game as a Service (GaaS)
  • Optimizing cloud infrastructure and server distribution to efficiently support globally distributed players
  • Cloud support for Massively Multiplayer Online Games (MMOG)
  • Cloud gaming traffic measurement, modeling, benchmarking, and performance evaluation
  • Resource allocation in the cloud for optimized game play
  • Load balancing within the cloud
  • Cloud routing policies for scalable and real-time gaming
  • Software defined networking (SDN) and on-demand dynamic control of the cloud infrastructure
  • Cloud support for serious games