For our
readers who have never heard of the E3 Expo, it is a yearly event in which video game fans and electronic industry journalists converge on a single spot in order to witness the latest developments in console technology first hand. This year’s expo is perhaps the most important in years due to the anticipated release of the two major video game console competitors’ next-gen products toward the end of this year: The Microsoft XBOX One and Sony’s PlayStation 4. Ironically, much of the debate on which console will ultimately prevail revolves around cloud computing and ownership rights when it comes to the content they download.
Console Wars
For decades video game consoles have captured the imagination of customers and sparked wide debate as to which features are most beneficial for end users. In the early 1980s, Atari’s main competitor was staving off a growing trend of computer programming and floppy disc games from systems such as the Apple IIe. This was due to the fact that the console had blown its console competition (Coleco and Mattel) out of the water. A few years later, the Atari quickly became obsolete once the Nintendo Entertainment System (NES) came out, and that console reigned for a couple of years until the 16-bit Sega Genesis was launched. Sony’s PlayStation came along in the 1990s; offering disc-based games and a different control scheme, but it wasn’t until the turn of the century that today’s main rivalry between the XBOX and PlayStation took center stage.
Throughout the years, video game owners have retained the rights to their purchases. In the “old days,” once you bought a cartridge it was yours to keep, lend, redistribute, or sell. There were zero restrictions on taking your game and playing it on a friend’s system or even earning a few dollars by selling it to a video game rental service once you were finished with it. However, with the invention of cloud computing and its entrance into the mainstream, this reality has quickly changed to a circumstance in which those who purchase downloadable content must store that data non-locally.
Pre-Owned Restrictions
While this brings a number of benefits to the customer, it also means that the new XBOX One from Microsoft will restrict the use of used games as well as limit game sharing in general. This week’s E3 Expo has already had a polarizing moment when Microsoft announced that the starting price for the XBOX One will be $499 – a full $100 more than Sony PlayStation’s opening purchase price of $399 (both consoles are expected to be available to the public later this year).
On top of this, PlayStation announced earlier this week that single player video games will be able to be enjoyed offline amid thunderous applause from those in attendance. Although the “Always On” concept has gained in leaps and bounds among some gamers, the notion of being forced to have a console connected to the Internet at all times in order to be able to use it has turned off a lot of hardcore gamers.
The Cloud’s Future In Video Games
Regardless of whether actual video game content is eventually transferred completely out of the hands of the customer, it is highly likely that the trend towards Cloud Computing growth will continue for years to come. Although Sony has beaten its rival in the preliminary marketing stages of the upcoming console releases, both devices will rely heavily on non-local data storage as well as integrating other services that require an Internet connection in order to use.
Anticipated sales for both consoles are well into the millions of units, and it will be interesting to see how new cloud technology is combined into the hardware once it has been released.
and individuals turn more frequently to Cloud Computing as they discover cost effective ways to make use of the technology, more emphasis has been placed on data protection and how to safeguard against cyber spies, hacking and stolen data. Last Friday, HighCloud Security CEO Bill Hackenberger authored an entry published by USA Today on how encryption services can go a long way toward achieving the goals of today’s companies when it comes to ensuring data stored within the cloud is only accessible to authorized parties.
published earlier this week by
, written by ZDNet contributor Liu Jiayi, stated that “Chinese cloud services provider 3Tcloud is implementing the country’s biggest education cloud project, enabling the local authority to optimize resource allocation and cut maintenance cost. According to a report last week on Chinese tech site CCIDNet.com, the city of Zhuji in Zhejiang–one of China’s most developed provinces – has installed over 6,000 3Tcloud computing terminal devices in 118 schools. The terminals are supported by 28 pieces of blade servers and a 60TB HDD storage installed in the city’s information center.” When fully implemented, the project would take the place of current hardware that is obsolete.
the Internet realm, there are news stories covering the continued growth of Cloud Computing that highlight everything from the need for qualified personnel to work in firms scattered across the globe to op-eds that give insight into the future needs of firms within the industry. One such article was recently published by 

who keeps up with technology and how it has been quickly moving to consumer use over the past few decades, then you’re likely aware of Google Glass; a relatively new concept which allows end users to connect to wireless services while producing images, video and other data in real time. The new device has triggered questions about how much data storage will eventually be needed to secure, maintain and grant access to that information once the technology catches on and is released to more consumers.
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