SYSTEM DESIGN The key idea is that users play games using a remote desktop, i.e., by streaming the game video from the cloud. Similarly as Kämäräinen et al. [8], we have adopted GamingAnywhere as the gaming platform. However, instead of comparing it with a web-based system for gaming, our experiments focus entirely on understanding the energy-efficiency of GamingAnywhere platform at the client side. Contrary to the cloudlet vision that is traditionally based on hypervisorbased virtualization, we envision the system to be used with container-based solutions such Docker. As docker is offers light-weight virtualization, it might also yield energy savings at the server side. GamingAnywhere does not currently support any gamepads and the touch screen can be very cumbersome especially with legacy games. Instead of modifying GamingAnywhere platform to support controls like Kämäräinen et al, we have successfully employed so called USB-IP support in Linux to implement the game controls without any modifications to the platform. With recent Linux kernels, USB-IP can be used to transparently connect wired gamed pads to an Android devices. We have successfully employed a wired Xbox controller to control games over USB-IP. In the set up, the GA server acts a USB-IP client and connects to the client that acts as USB-IP server. It is worth noting that this approach has two small limitations: wireless gamepads do not work by default and the game controls need to be adapted to the gamepad.