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.
Description
Format: PDF file
Pages: 36 pages Charts: 12 Author: David Pringle Publication Date: November 2019Table 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