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Introduction

By 2020, annual cloud gaming revenues could be approaching $760m worldwide. This report examines a number of existing cloud gaming services, analyzes their business models, and makes recommendations for companies in the cloud gaming space.

Highlights

  • Cloud gaming has the potential to open up the Chinese gaming market. Market size and fast broadband deployments make China an attractive market for cloud gaming services.
  • Cloud gaming offers significant opportunity for telcos. Working with established gaming brands is likely to be the best of both worlds with telcos able to provide billing and data-center access and gaming brands conferring cachet on the service.

Features and Benefits

  • Assesses existing and potential cloud gaming business models.
  • Compares three possible scenarios for cloud gaming revenue growth.
  • Learn what drives and inhibits the cloud gaming market.

Key questions answered

  • What is cloud gaming?
  • How does cloud gaming work?
  • Who uses cloud gaming services?
  • How big will the cloud gaming market be in 2020?

Table of contents

Summary

  • In brief
  • Ovum view
  • Recommendations

Market status

  • Why cloud gaming?
  • How does cloud gaming work?
  • What is the technology behind cloud gaming?
  • Why is cloud gaming challenging?
  • Who uses cloud gaming services?

Market dynamics

  • The three key providers of cloud gaming
  • Business models driving cloud gaming
  • Promising early days: Notable cloud gaming services
  • Can hybrid cloud gaming power up consoles?
  • PC game democratization: Potential cloud gaming services

Market outlook

  • Best-case revenue forecast: $758m by 2020
  • Worst-case revenue forecast: Just $176m by 2020
  • Most likely – middle-ground revenue forecast: $417m by 2020
  • Future of cloud gaming is promising, but with some significant hurdles

Appendix

  • Further reading
  • Authors

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