Future TV and Digital Content M19291MRA – December 2019

Cloud Gaming: The Era of Games Streaming

Stadia's push to conquer the video game market

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www.idate.org Laurent MICHAUD – Consultant, Media & Telecoms Unit Project leader

Laurent joined IDATE DigiWorld in 2000. Laurent is in charge of all market reports on the gaming industry and more generally, those devoted to digital entertainment. His area of expertise covers technological innovation, market analysis, business strategies, strategic marketing, industry planning, networking, event organisation, coaching… Laurent is Chairman of the Haut-de-France video game fund. He is also a lecturer for IDATE DigiWorld, specialising in video game economics and industrial strategies for multimedia products. He is the co-founder and a member of Push Start, the cluster for video game professionals and future professionals in Occitania. Laurent is also an advisor for the EdTech & Entertainment thematic network for Montpellier Méditerranée Métropole French Tech..

Enlighten your digital future! © IDATE DigiWorld 2019 – p. 2 Cloud Gaming: The Era of Games Streaming Stadia's push to conquer the video game market

Contents Tables & Figures

1. Video game streaming 4 > Video game streaming . . 1.1. From cloud gaming to Stadia 5 Structure of cloud computing services 9 . 1.2. A technology that renders gaming platforms obsolete 6 . The cloud gaming value chain 11 . 1.3. Cloud gaming challenges 7 . Cloud gaming technology 13 . 1.4. Sony, the cloud gaming leader with over 700,000 subscribers 8 . 1.5. Cloud computing and video games: a natural convergence 9 > Market outlook . 1.6. Saas, PaaS, IaaS: more dematerialised services used for gaming 10 . Number of subscribers to Games on Demand services worldwide, 2010-2024 23 . 1.7. The added value of cloud gaming 11 . Regional breakdown of subscribers to Games on Demand services worldwide, . 1.8. Positioning of the major players in the value chain 12 2019-2024 23 . 1.9. Technical challenges: latency, bandwidth, processing power 13 . World cloud gaming market value, 2019-2024 24 2. Stadia 14 . Breakdown of the world cloud gaming market value, 2019-2024 24 . 2.1. The competitive landscape 15 . 2.2. games and services 16 . 2.3. The most powerful platform on the market 18 . 2.4. Graphical requirements 19 . 2.5. A standard controller, access to Google's connected services 20 Synopsis . 2.6. Digitalised distribution and 5G 21 This report provides an analysis of cloud gaming, at both the industry and market level, with the recent launch of Google Stadia. 3. Market outlook 22 . 3.1. Volume and breakdown of subscribers to cloud gaming services 23 . 3.2. The cloud gaming services market 24

About IDATE DigiWorld

Enlighten your digital future! © IDATE DigiWorld 2019 – p. 3 Tables & Figures Cloud Gaming: The Era of Games Streaming - Stadia's push to conquer the video game market

> Video game streaming 6 . Structure of cloud computing services 10 . The cloud gaming value chain 12 . Cloud gaming technology 14

> Market outlook 24 . Number of subscribers to Games on Demand services worldwide 25 . Regional breakdown of subscribers to Games on Demand services worldwide 25 . World cloud gaming market value 26 . Breakdown of the world cloud gaming market value 26

Enlighten your digital future! © IDATE DigiWorld 2019 – p. 5 Stadia 02 Google's push into video games

Enlighten your digital future! © IDATE DigiWorld 2019 – p. 16 2.2. Google Stadia games and services (2/2) Over 40 games at launch and one exclusive

. Although Google didn't present a true exclusive in any of their various Stadia announcements, it has still created an internal studio to produce exclusive titles. It is headed up by Jade Raymond (formerly of , EA, …). . While waiting for the first title from Stadia Games and Entertainment, Stadia has partnered with some 100 major publishers and developers: Square Enix, Bethesda, Ubisoft, Rockstar Games, Activision-Blizzard, Capcom, Bungie, Sega, , 2K, Bandai Namco... . Each game is available for purchase individually at a price set by Google.

Enlighten your digital future! © IDATE DigiWorld 2019 – p. 19 03 Market outlook

Enlighten your digital future! © IDATE DigiWorld 2019 – p. 24 3.1. Volume and breakdown of subscribers to cloud gaming services

> Close to xx million subscribers to cloud gaming services worldwide by 2024 > Market segment dominated by Asia/Pacific accounting for at least xx% of subscriptions

Number of subscribers to Games on Demand services worldwide (million) Regional breakdown of subscribers to Games on Demand services worldwide (million)

2019 2020 2021 2022 2023 2024

2010 2011 2012 2013 2014 2015 2016 2017 2018 2019 2020 2021 2022 2023 2024 Asia Pacific EMEA Latin America North America

Source: IDATE DigiWorld, Cloud Gaming: The Era of Games Streaming, January 2020 Source: IDATE DigiWorld, Cloud Gaming: The Era of Games Streaming, January 2020

Enlighten your digital future! © IDATE DigiWorld 2019 – p. 25 About

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Enlighten your digital future! © IDATE DigiWorld 2019 – p. 27