As a "killer" application in cloud computing, cloud gaming is leading the revolution of way of gaming. However, the high latency between the cloud and end devices hurts user experience. Aiming at the problem, a low latency cloud gaming system deployed on edge nodes, called Gaming@Edge, was proposed based on edge computing concept. To reduce the overhead of edge nodes for improving the concurrency, a cloud gaming running mechanism based on compressed graphics streaming, named GSGOD (Graphics Stream based Game-on-Demand), was implemented in Gaming@Edge system. The logic computing and rendering in the game running were separated and a computing fusion of edge nodes and end devices was built by GSGOD. Moreover, the network data transmission and latency were optimized through the mechanisms such as data caching, instruction pipeline processing and lazy object updating in GSGOD. The experimental results show that Gaming@Edge can reduce average network latency by 74% and increase concurrency of game instances by 4.3 times compared to traditional cloud gaming system.