Tech

Cloud gaming consolidates with revenue of 1.5 billion

cloud gaming

The cloud gaming industry continues to grow until the end of 2021 with almost 22 million users and revenue of 1.5 billion dollars.

In recent years, the market for cloud gaming It has experienced remarkable growth until last 2021 it reached revenues of 1,500 million dollars, that is, about 1,380 million euros.

However, the consolidation of this market segment is not only being experienced economically but also by users. Last year it already had 21.7 million paying users, a figure that will continue to rise in the coming years until it reaches 58.6 million users in 2024.

This is at least what follows from the forecasts published in the latest report by Newzoo, a market analysis firm for video game metrics and analytics and ‘eSports’.

The cloud gaming market is forecast to generate €5.8 billion in revenue by 2024

Some forecasts that are also optimistic in terms of revenue from cloud gaming. Thus, Newzoo estimates that revenue will quadruple to reach 6,308 million, about 5,800 million euros, in 2024. Without a doubt, an important growth considering that, in 2020, this revenue was 671 million dollars.

Along with these forecasts, the report also highlights other trends that will mark the future of cloud gaming, such as data center hardware as a ‘differentiator’ that has to keep updating, as they have done Microsoft and NVIDIA.

Another notable point is the deployment of cloud gaming on televisions. The alliance between Tencent and different providers to include their Tencent START and the agreement reached between Nvidia and Samsung and LG to implement GeForce NOW in their new models.

An optimistic future of cloud gaming

The availability of small cloud gaming services is also a trend that will continue to gain importance in the coming years. To this will be added the increase in investment, as well as fusions and acquisitionsand the important role of entertainment companies such as Netflixwhich have already started to include games with their subscription.

Added to this will be changes that will have a significant impact on the evolution of cloud gaming, such as having high-end hardware for a fraction of its cost. In addition, users will also be able to have game demos within a subscription service before deciding to download, and minimize the size of mobile game downloads.

The study also highlights the companies that make this cloud game development possible. Among them, B2C platforms such as Shadow, Paperspace or GeForce NOW, among others; or the B2B ones like Polystream, now,gg, Hadean and Haimacloud.

In this scenario, services that offer content such as Xbox Game Pass, Gameloft, Apple Arcade or Ubisoft+, among others, also stand out. Along with them, it also highlights the work of companies that offer both platform and content, such as PlayStation Now, Amazon Luna, Google Stadia, Tencent, Ubitus or Wiztivi, among others.

Initial image | Fausto Sandoval

Deepak Gupta

Deepak Gupta is a technical writer with a 10-year track record in business, gaming, and technology journalism. He specializes in translating complex technical data into actionable insights for a global audience.

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