Abstract
In this paper, we “demystify” cloud-based videogaming and its legal implications, in two stages. First, we describe the videogame sector; explain the basics of cloud computing and traditional videogame technologies and set out how the two converge in cloud-based videogame systems. Based on this analysis, we distinguish three separate models for cloud gaming services: (i) the “layered” model of Gaming-as-a-Service (‘GaaS’); (ii) the ‘integrated’ model of GaaS; and (iii) the ‘consumer infrastructure-as-a-service’ model. We argue that these three models are key to analyzing how intellectual property rights, contractual rights, and regulatory issues will develop in this novel environment for videogame distribution and access.
Recommended Citation
Mitchell Longan, Gaetano Dimita, Johan D. Michels & Christopher Millard,
Cloud Gaming Demystified: An Introduction to the Legal Implications of Cloud-Based Videogames,
29
Mich. Tech. L. Rev.
1
(2022).
Available at:
https://repository.law.umich.edu/mtlr/vol29/iss1/2