Latest News
3.5 Billion ‘Gamers’ Globally by 2024, but Cloud Gaming Must Evaluate Business Models in Order to Survive
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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Compliance Updates
UKGC: Market impact data on gambling behaviour – operator data to Oct 2024
The Gambling Commission has published further data on the gambling industry in Great Britain.
This data, sourced from operators, reflects the period between March 2020 and September 2024, inclusive, and covers online and in-person gambling covering Licensed Betting Operators (LBOs) found on Britain’s high streets.
Comparison should not be made with the industry statistics dataset, as this dataset may include free bets and bonuses and does not include data from all operators.
This release compares Quarter 2 (Q2) of financial year 2024 to 2025, with Q2 of 2023 to 2024, looking at how the market has changed in comparative periods over a year.
The latest operator data shows:
- online total Gross Gambling Yield (GGY) in Q2 (July to September) was £1.32 billion, an increase of 11 percent from Q2 the previous year. The overall number of total bets and/or spins increased 12 percent Year-on-Year (YoY), reaching a new peak for the third consecutive quarter of 25.2 billion, whilst the average monthly active accounts2 in the quarter increased 8 percent
- real event betting GGY increased by 6 percent YoY to £453 million. The number of bets decreased 10 percent, while the average monthly active accounts in Q2 increased 9 percent
- slots GGY increased 16 percent to £680 million YoY. The number of spins increased 13 percent to 23.3 billion while the average monthly active accounts in Q2 increased 16 percent to 4.4 million per month. Although this is a new peak for GGY in this dataset for the slots vertical, it should be noted that one operator has re-classified some of its products into the slot vertical this quarter, which has had an impact on the vertical data
- the number of online slots sessions lasting longer than an hour increased by 9 percent YoY to 10 million. The average session length remained at 17 minutes. Approximately 6.1 percent of all sessions lasted more than one hour compared to 6.6 percent in Q2 the previous year. The number of spins per session has fallen from 147 to 142 YOY, whilst the GGY per session has fallen from £4.20 to £4.13 in the equivalent timeframe
- LBO GGY decreased by 1 percent to £533 million in Q2 2024 to 2025, compared to the same quarter last year, while the number of total bets and spins decreased by 0.1 percent to 3.1 billion.
The post UKGC: Market impact data on gambling behaviour – operator data to Oct 2024 appeared first on European Gaming Industry News.
Latest News
Betano introduces a new immersive way of NBA betting
Betano, Kaizen Gaming’s premium sports betting and gaming brand announces the launch of its innovative in-game visualisation tool for National Basketball Association (NBA) games. Starting this season, Betano customers will be able to watch and interact with live games as if they were playing a video game.
Powered by computer vision and AI technology, the new feature takes real-time data points and turns it into 3D visualisations that are delivered in a hyper-personalised stream, allowing fans to select their viewing angle and enjoy every block, shot, and point scored from their preferred vantage point. Launched in partnership with Sportradar, Betano’s new gaming feature continues its commitment and passion for creating unique and unrivalled fan experiences in every sport.
George Kourakos, Kaizen Gaming Director of Innovation, said: “The arrival of AI technology and particularly computer vision is helping revolutionise the fan experience for leading sporting competitions. Increasingly, fans want to take control of how they watch and engage with sports, so they can create their own personalised experiences. We’re excited to introduce a whole new way of enjoying matches, allowing fans to choose their favourite angles to view the action. We remain dedicated to keep delivering innovations that enable our users to engage in new ways with all their favourite sports, always in a responsible manner”.
The new feature technology of the Betano platform arrives at the start of what is set to be another enthralling NBA season. Besides offering the competition’s matches through its platform, Betano has engaged with the world’s best basketball league by supporting Giannis Antetokoummpo. The two-time NBA MVP and 2021 NBA Champion has been Betano’s Global Brand Ambassador since 2023.
The post Betano introduces a new immersive way of NBA betting appeared first on European Gaming Industry News.
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EGT Digital’s games are live on the top Italian betting sites Lottomatica and Goldbet
EGT Digital keeps on achieving milestones in Italy. Thanks to the partnership with the popular aggregator Microgame the Bulgarian provider’s slot games from the jackpot bestsellers Clover Chance and High Cash are already at the disposal of the clients of Lottomatica and Goldbet. Both websites are part of the market-leading Lottomatica Group.
Zornitsa Boncheva, Regional manager for Italy at EGT, commented: “The collaboration with Lottomatica Group in the online sector is a logical continuation of our fruitful collaboration with them in the land-based and VLT niches and is a great success for us. Our casino content is now available to visitors to some of the most prominent gaming platforms in Italy and I am happy to say that since their debut our titles, especially 10 Shining Diamond, have made a deep impression on players who highly appreciated their attractive design, many bonuses and high chances to win. I believe that this cooperation will give a big boost to our market entry in the near future.”
The post EGT Digital’s games are live on the top Italian betting sites Lottomatica and Goldbet appeared first on European Gaming Industry News.
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