According to Lee et al. (2012), the approach of embracing the supporting clouds is believed to have been adopted in a range of the applications, especially the web applications like video streaming, Dropbox and Google Docs among many others. It is worth noting that computer gaming has equally benefited from the cloud support. The cloud gaming, sometimes known as the Games-On-Demand, is regarded as the most pertinent technology known for offloading the tasks linked to the graphics rendering in the light of storage as well as computation needs. This form of technology is known for making the computer games to be playable especially on a thin client without necessarily taking note or considering the hardware requirements. Some of the cloud gaming services available in the market cannot be limited to OTOY, GaiKai and OnLive among others. Significant attractions to cloud gaming include the free mode that gives client an opportunity to essentially upgrade the computers in the course of playing with the help of the remote servers. Some of the notable clients to the remote servers are not limited to the TV, the lightweight PC and sometimes, a set-top box may be counted as one. The clients would never encounter any of the compatibility issues, or the installation overheads due to the fact that both the software and hardware are essentially provided for by the game operators found in the data centers. Amid the architecture of cloud gaming, Diao et al. (2013) took note of the fact that game graphics would commonly be rendered in the appropriate cloud, which is something that implies a player would make a move but ends up not seeing the outcome until the necessary cloud server ends up processing the move, before rendering a new screen as well as deliver them the client’s screen.