Static Version
1950s
Herb Grosch, scientist behind the modestly-monikered Grosch's law, theorized that the entire world would someday "operate on dumb terminals powered by just 15 large data centers."
1960s
John McCarthy states that "computation may someday be organized as a public utility."
1969
Defense scientist J.C.R. Licklider helps to bring about the development of ARPANET (Advanced Research Projects Agency Network) when he introduces the idea of an "Intergalactic Computer Network."
1971
IBM introduces Time Sharing, an optional feature allowing multiple users to share use of a computer simultaneously.
1973
Xerox PARC develops Local Area Networks based on Ethernet.
"Maze War," the video game which would become the template for countless others to follow, is written at NASA's Ames Research Center in California by high school interns.
1980s
ARPANET is developed, leading to the creation of the Internet.
1983
"SGI Dogfight," a flight simulator developed by Gary Tarolli, is realized as demonstration software. The following year, UDP support is added, making it the first game to use the Internet Protocol Suite.
1984
CompuServe debuts "Island of Kesmai," the first commercial multiplayer online role playing game to implement ASCII graphics -- a form of scrolling text -- to map a player's location and movements within the game.
1986
A beta version of "Habitat" is released. Developed by Lucasfilm Games, it becomes the first attempt at a large-scale commercial virtual community.
1988
"Federation," a text-based online game, makes its debut on Compunet.
1989
IP Multicast capability is added to "SGI Dogfight," allowing players with multicast access to play against compatible hosts in the Internet - provided they actually had multicast access, a rarity at the time.
"SGI Dogfight" is given the multicast address 224.0.1.2, becoming the third multicast application and the first game with such an assignment.
1990
Sega introduces its subscription service, Sega Meganet in Japan, making online multiplayer gaming possible to video game consoles.
1996
"Quake" is released. As a result (and due to advances in server-side processing), online FPS is born.
1998
Leading cloud platform Akamai Technologies incorporates in August 1998, and today delivers between 15-30% of all Web traffic on the internet. 85% of the world’s Internet users are within a single “network hop” of an Akamai server.”
2003
EC2 (Elastic Compute Cloud) development begins as Amazon engineer Chris Pinkham starts building an "infrastructure service for the world."
2004
G-cluster launches the first deployment of cloud gaming in Japan. One year later, Europe receives its first deployment of cloud gaming.
Online role playing goes mainstream as players from around the world have epic adventures in the World of Warcraft. At the peak of WoW’s popularity, it had over 12 million active subscribers.
U.S. broadband penetration breaks 50% among active Internet users. For the first time, more than half of U.S. Internet users enjoy high-speed connections at home.
2010
Google announces plans to build an experimental fiber network in select areas of the country (starting with Kansas City) and offer download speeds of around 1 gigabit per second.
SFR launches cloud gaming on-demand service on IPTV commercial in France.
OnLive launches a cloud gaming platform where games are synchronized, rendered, and stored on remote servers and delivered using streaming technology.
2011
G CLOUD becomes the world's first commercial LTE cloud gaming service thanks to a joint partnership between Ubitus' GameCloud, NHN Japan, and DoCoMo's LTE.
2012
Gaikai launches, allowing users to instantly demo high-end PC games rendered on remote servers through Internet streaming.
GeForce GRID announced by NVIDIA - cloud gaming from a GPU.
Sony buys Gaikai for $380 million.
Casual game publisher Big Fish launches Big Fish Unlimited, making 100+ casual games instantly playable on connected devices via interactive streaming video.
2012
OnLive narrowly escapes bankruptcy and recapitalizes with new investors.
SquareEnix announces Coreonline, its own version of a cloud gaming service.
Playcast Media partners with NVIDIA to bring cloud gaming to internet connected TVs.
2012
AMD jumps into the cloud gaming fray with the announcement of their investment in CiiNow.
What's next for the cloud?
Experts estimate the streaming games market will grow nine-fold by 2017, reaching 8 billion dollars.
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