Games Streaming Tech Major Disruption is Coming
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The 20,000 Foot View: Streaming is about to take the gaming world by storm. With new entrants including Google, Amazon, and Verizon, and others to come in the future, the traditionally siloed gaming model is becoming part of a wider cross-format, platform-agnostic play in the attention economy. This report examines game streaming’s far-reaching implications such as the disruption of publisher models, platform holders’ weakening platform protection, and tech majors’ efforts to integrate gaming into their entertainment full stack.
Key Findings:
- The number on-demand games subscription services will in the next two years
- Cross-platform games services have an addressable audience over one billion gamers
- Gaming penetration an average four percentage points mobile, console and PC between and 2018 in the large markets
- Watching TV on these devices increased an points over the same period
- PC gaming declined from to between 2017 2018
- The tech have an increased interest in due to synergies with their businesses and their wider entertainment
- Games streaming disrupt PC gaming first, but device-agnostic gameplay will ultimately challenge too
Methodological note: This report defines ‘on-demand games subscriptions’ as services with access to on-demand games (streaming or downloadable) as a primary feature. PS PLUS and Xbox Live Gold subscriptions have multiplayer access as a key value proposition and are therefore not included in this report’s analysis.
Companies and products mentioned: Alibaba, Amazon, AT&T, Bethesda, Electronic Arts (EA), EA Access, EA Origin Access, EA Origin Access Premier, iTunes, NVIDIA Geforce Now, Humble Monthly, Google, Microsoft, PlayStation Now, Project Stream, Project Xcloud, Spotify, Sony, Take Two Interactive, Tencent, Ubisoft, Verizon, Xbox Game Pass, Xbox All Access, YouTube