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3.5 Billion ‘Gamers’ Globally by 2024, but Cloud Gaming Must Evaluate Business Models in Order to Survive

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Report by ABI Research and InterDigital confirms cloud gaming providers should favor subscription-based pricing models to take advantage of market potential
A new report from ABI Research has found almost half of the expected population in 2024 will be gamers. To take advantage of this huge market potential, telecommunications companies, internet service providers (ISPs), and original equipment manufacturers (OEMs) must evaluate different business models to determine whether the service will succeed or fail.

Commissioned by InterDigital, the report “Cloud gaming: Enabling a next generation gaming and streaming paradigm” states that the video gaming market is now among the largest entertainment industries in the world. Currently, more than 2.3 billion individuals play video games, and the number of gamers is expected to grow substantially over the next four years to more than 3.5 billion gamers by 2024. The Asia-Pacific region represents the largest gaming base with 51% of the worldwide total. The Americas, at roughly 20% of the player base, represent the second largest revenue opportunity.

The report suggests that for cloud gaming operators to capitalize on this growing industry, they must evaluate their business models while the market is in the early stages of its life cycle. Over-the top media services, like online video streaming, offer the most pragmatic and consumer-friendly option thanks to monthly, quarterly, or annual subscription plans. Consumers favor unlimited subscription plans over time-based payment plans, even if they end up paying more than what they would on a usage payment plan.

Subscription models are also intended to shape user behavior. A parallel can be drawn with mobile data, where caps were implemented to increase revenue, but also to dictate usage. While usage-based fees are less popular, they could prove to be the optimal strategy for market players in early cloud gaming days, especially when it might be challenging to convert the core gaming audience from gaming PCs and consoles.

Furthermore, the future of cloud gaming doesn’t solely lie in traditional video games. According to the report, there are increasing opportunities for market players to add gaming elements to non-gaming activities and content. Gamification can increase flexibility in delivery and consumption, opening new use cases and applications, such as within workplace collaboration tools and fitness applications. Augmented Reality (AR) and Virtual Reality (VR) also have inherent synergy with gaming and, more specifically, with cloud gaming.

“The cloud gaming market is rapidly growing, and it’s clear those who act now will capitalize on this opportunity. But these players need to act fast if they want to take advantage of everything this exciting market has to offer,” said Laurent Depersin, R&I Senior Lab Director at InterDigital. “As developments in 5G and Wi-Fi penetrate the mainstream, enabling more products and services to become gamified, we’ll see Gaming-as-a-Service (GaaS) really come to life—pulling in new gamers, and encouraging existing ones to make the transition to the cloud, thanks to its user friendly business model. For cloud gaming and GaaS to succeed, players need to ensure they deliver both the right business model and the right user experience to drive mainstream adoption.”

To access the full report ‘Cloud gaming: Enabling a next generation gaming and streaming paradigm’ please click here.

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ELA Games reports 201.9% betting volume jump in Greece over two quarters

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ELA Games says it has delivered triple-digit growth in Greece over the last two quarters, reporting an 86.30% increase in active users, a 77.20% rise in turnover, and a 201.90% surge in overall bet counts.

The supplier attributed the results to aligning its content with local player preferences and said its Greece performance has been driven by certified titles focused on visual design and “narrative-led experiences.”

ELA Games named Piñatas Festival, Riches Express, and Flame Fruits Frenzy as its top-three performing titles in Greece during the period.

The company also linked the performance to a new strategic partnership with Fonbet in Greece. ELA Games said the integration creates an exclusive hub for its content and expands access to its catalogue for local players.

Yaroslav Soloshenko, Business Development Team Lead at ELA Games, said: “When we look at the numbers, it is satisfying to see that our regional strategy is paying off in such a big way. We spend a lot of time analyzing what players in specific markets want to see. Our unique design philosophy combined with that regional focus has resulted in proven commercial success across our main European markets, and Greece is a perfect example of that in action.”

The post ELA Games reports 201.9% betting volume jump in Greece over two quarters appeared first on EE Gaming | Global iGaming & Tech Intelligence Hub.

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Midnite signs Middlesbrough shirt deal, renews Sheffield United sponsorship

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Midnite has agreed a principal partnership with Middlesbrough FC that will put the bookmaker on the club’s front of shirt for the 2026/27 season. The brand will also continue as principal partner of Sheffield United FC for a second consecutive year, also including front-of-shirt sponsorship.

Midnite said the Middlesbrough agreement will run during the club’s 150th season and will include a supporter-facing activation called “This Season’s On Us”. The company said the initiative will offer prizes including men’s or women’s season tickets, 2026/27 home and away shirts, hospitality tickets and a £25 club shop voucher, with participation described as first-come-first-served via trivia and football challenges.

For Sheffield United, Midnite is launching a new matchday promotion called 2UP. Midnite said if Sheffield United go two goals up in a home league match, “one lucky fan will win the 2UP prize pot”. The Sheffield United 2UP prize fund will start at £10,000 when the season begins in August, with £1,000 added for every home league fixture, according to the company.

Andrew Mook, Midnite‘s Head of Brand Marketing, said:

“The Championship is one of the most viewed football leagues in the world, with some iconic and historical names from English football competing in it. We are looking forward to being a part of the action by partnering with two of the league’s biggest clubs in what should be another thrilling season.

“Middlesbrough are a club with a storied history and we’re delighted to announce this partnership during such a monumental year with the club celebrating their 150th anniversary.

“We are also delighted to be Sheffield United’s principal partner for a second consecutive season after a really exciting first year. We’ll be looking to create even more memorable fan experiences in the upcoming season.”

Midnite said the 2UP campaign will run across all of its Midnite-sponsored Championship clubs and referenced a separate front-of-shirt deal announced last month with Wolverhampton Wanderers. The company also highlighted other UK sports marketing activity, including a renewed sponsorship with the World Snooker Tour for the World Snooker Championship and a UK betting and casino partner designation for the 2026 Johnstone’s Paint Masters.

The post Midnite signs Middlesbrough shirt deal, renews Sheffield United sponsorship appeared first on EE Gaming | Global iGaming & Tech Intelligence Hub.

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Gaming Realms signs SIS licensing deal to build Slingo 49’s game

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Gaming Realms has signed a licensing agreement with SIS to develop a Slingo title based on SIS’s fixed-odds live numbers draw product, 49’s. The companies announced the deal on 2nd July 2026.

The agreement marks the first time SIS has licensed IP from its numbers portfolio, according to the companies. A Slingo version is scheduled to launch in July 2026, incorporating 49’s branding, theme tune and live presenters within the game.

Gaming Realms said the game will use its Slingo mechanic, with players spinning a reel to match numbers on a board and progress up a “Slingo ladder” for increasing prizes. Slingo 49’s will be distributed to Gaming Realms’ global operator partners, with the companies highlighting the strongest appeal in the UK and Africa.

Gareth Scott, Chief Commercial Officer at Gaming Realms, said: “Partnering with SIS to bring the iconic 49’s and Slingo together is a fascinating collaboration. The 49’s live draw is an adjacent gaming vertical and one of the most popular numbers products internationally, with a loyal following built over decades.

Jess Mills, Head of 49’s at SIS, said: “We’re delighted to partner with Gaming Realms to bring 49’s to life in a completely new format. The 49’s live draws have an extraordinary heritage and a passionate, global fanbase, so the decision to license our IP was not one we took lightly. Gaming Realms’ track record with Slingo gave us every confidence that this was the right partnership to make that step.

“Slingo is the ideal vehicle to introduce 49’s to a new player vertical, while keeping the authenticity that existing fans love at the heart of the experience.”

The post Gaming Realms signs SIS licensing deal to build Slingo 49’s game appeared first on EE Gaming | Global iGaming & Tech Intelligence Hub.

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