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ABSTRACT
The present paper introduces a new notion of a Games-on-Demand service. Each game is executed on a game server situated in the vendor's premises and the game's visual output is streamed to the subscriber's client in real time via any broadband network, preferably a DSLAM. Correspondingly, the subscriber's response is streamed back to the game server and fed into the game's process, in order to produce the game's new state. Since no gaming data are installed or saved on the subscriber's client, there is no need for the subscriber to acquire and frequently upgrade a powerful machine. Also, the subscribers have the freedom to use the operating system of their choice, regardless of the game they want to play. Moreover, the service can be provided even to users with little or zero basic computer knowledge. REFERENCES
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