Currently, online games are based on Cloud Computing, where data is transferred from Gaming Devices to be saved or processed in the Cloud. This type of scenario has associated several problems, volume of external data among them, latency, geographic restriction of contents, matchmaking of players in multiplayer games. This article aims to present a review of the main features of Fog Computing, where they are exposed, their main components and ways of use, as well as real-life case studies. It is then discussed how Fog and Edge computing can be a powerful ally for video game studios in different contexts.
The authors are grateful to the Foundation for Science and Technology (FCT,
Portugal) for financial support through national funds FCT/MCTES (PIDDAC) to
CeDRI (UIDB/05757/2020 and UIDP/05757/2020) and SusTEC (LA/P/0007/2021)