Cloud gaming: New opportunities for telcos?

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How telcos should be preparing for the seismic shift in the video games market signposted by Google’s new Stadia cloud gaming service.


Format: PDF filePages: 36 pagesCharts: 12Author: David PringlePublication Date: November 2019

Table of Contents

  • Executive Summary
  • Introduction
  • What is cloud gaming?
    • Why consumers will embrace cloud gaming
  • Ramifications for telecoms networks
    • Big demands on bandwidth
    • Latency
    • Edge computing
    • The network architecture underpinning Google Stadia
  • How large is the potential market?
    • Modelling the U.S. cloud gaming market
    • New business models
  • Telcos’ cloud gaming activities
    • Microsoft hedges its bets
    • Apple takes a different tack
  • Conclusions
    • Telcos without their own online entertainment offering
    • Telcos with their own online entertainment offering

Table of Figures

  • Figure 1: Availability/Adoption of Fibre Varies Dramatically Around the World
  • Figure 2: Comcast positions targets its faster broadband connections at gamers
  • Figure 3: BT looks to attract gamers to its premium fibre packages
  • Figure 4: Google’s cloud gaming service calls for fast broadband connections
  • Figure 5: Cloud gaming latency can be comparable to that of a local console
  • Figure 6: Google’s data centres are mostly in North America & North West Europe
  • Figure 7: The global video games market is growing by about 10% per year
  • Figure 8: Modelling the end-game for cloud gaming in the U.S. market (2030)
  • Figure 9: The U.S. cloud gaming opportunity for telecoms operators (2030)
  • Figure 10: The U.S. cloud gaming market is set to grow rapidly
  • Figure 11: The Sunrise cloud gaming controller links to a phone via Bluetooth
  • Figure 12: Ooredoo is offering a cloud gaming service to its TV customers in Qatar

Technologies and industry terms referenced include: business models, Deutsche Telekom, edge computing, fibre, gaming, google, microsoft, Sony, Stadia