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Additionally, online multiplayer games demand bandwidth among the players to coordinate actions: If some players fall out of sync, latency can quickly destroy the experience.Ĭloud gaming moves content execution off the consumer’s device and into the cloud.
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When games are played locally, quality and performance can be controlled and optimized for the device: The game looks good and gameplay is adequately smooth. 7 Most games are purchased as hard media or are downloaded to a device-a smartphone, gaming console, or PC. On the market for years, services that stream games have been slow to take off, hampered by bandwidth and latency challenges. Neither of these conditions exists today, and streaming video games is a much bigger technical challenge than streaming video.
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6 Few at the time recognized the value of streaming, so competition was minimal, and the company found it relatively easy to license content. Netflix introduced its streaming service in 2007 and in four years had exceeded 23 million subscribers-over 280 percent growth, mostly in streaming. Indeed, some have dubbed cloud gaming “the Netflix of video gaming.” 5 This comparison may be instructive, but not for the ways many people think. Nevertheless, many technology and telecom companies are steadily moving into media and entertainment, and even game companies are beginning to think like broadcasters. It is unclear whether the prospect of cloud gaming offers sufficient incentive for game companies and players to radically change how they create, distribute, and consume video games. The video game industry is mature, and its success has only grown. Video games include some of the most complicated content yet to enter the streaming revolution, and as cloud gaming begins to scale, streaming technologies and telecom networks may find it difficult to deliver top gaming experiences on par with existing solutions. 4 Cloud gaming could eliminate the need for specialized consoles while allowing gamers to play any game from almost any device it could enable game companies to develop richer experiences supporting far more players it could drive telecoms, internet service providers, and content delivery networks to significantly expand their capabilities while stoking demand for 5G and it could shift the balance of power across the video game industry, placing top cloud gaming providers at the hub of the distribution pipeline.īut this is no simple next-generation update. With more than 2.5 billion gamers worldwide, 3 the opportunity and the impact may be considerable. 2 Many telecoms are working to determine how well their networks support the unprecedented requirements of shifting potentially billions of gamers onto streaming services.īut will players see the value of cloud gaming as a better or more affordable solution? And which category of player will make the shift: Mobile gamers? Immersive gamers? Esports enthusiasts? nongamers? Each of these segments will likely place different requirements on the technology and the market. Top game companies are responding by announcing partnerships with the disruptors or plans to develop their own competitive solutions. To enable this shift, cloud gaming services are leveraging hyperscale cloud capabilities, global content delivery networks, and streaming media services to build the next generation of platforms for interactive, immersive, and social entertainment. With cloud gaming, a game lives entirely in data centers and delivery networks, eliminating the need for downloads and transforming a user’s device into, essentially, a connected high-resolution terminal, with tangible benefits for both player and provider. In this sense, gaming has been expanding into the cloud for some time. Game companies build services around top game titles, enabling them to deliver continuous updates that add new gameplay and respond to audience feedback on social streaming services. Network connections support player accounts, in-game purchases, and social affordances, but the games themselves run on players’ devices. Most games today are downloaded and played locally on smartphones, gaming consoles, and PCs. Visit the Telecom, media & entertainment collection