Cloud Gaming: Enabling a Next Generation Gaming and Streaming Paradigm

Total Page:16

File Type:pdf, Size:1020Kb

Cloud Gaming: Enabling a Next Generation Gaming and Streaming Paradigm CLOUD GAMING: ENABLING A NEXT GENERATION GAMING AND STREAMING PARADIGM Analysts: Eric Abbruzzese Michael Inouye TABLE OF CONTENTS 1. A CONFLUENCE OF GAMING AND STREAMING MARKETS 1. A CONFLUENCE OF GAMING AND The immense video streaming market is already laying the groundwork for high-volume, STREAMING MARKETS ....................... 1 high-bandwidth content potential, so the onset of cloud gaming excitement was not a sur- 1.1. Gaming Market Dynamics .........................3 prise. The gaming market is responsible for more than US$150 billion in revenue overall. 1.2. Video Market Dynamics and Any new service or technology that can tap into even a sliver of that revenue is promising. Similarities to Gaming ...............................4 2. STATE OF THE CLOUD GAMING MARKET 6 Cloud gaming promises a layer of flexibility not previously possible in the market. Low end- 2.1. Business Models Today and to-end latency enables data centers to take the place of processing needed by a user’s Shifting toward Cloud Gaming in the Near Future ........................................7 Personal Computer (PC), console, or mobile device. New spectrum availability and wired 2.2. Technical Details .......................................8 broadband opportunity, mature existing infrastructure from the video market, and increas- 2.3. Competition and Differentiators .............10 ingly powerful and efficient cloud-native technologies all contribute to this progression. Pro- 2.4. Gamification Outside of Gaming .............11 cessing in the cloud allows for any device to have the processing power of a high-end PC 2.5. Immersive Technologies as an without the local hardware cost. Cloud gaming represents a first step in cloud infrastructure Upcoming Feature for Cloud Gaming .....12 usage, with distributed and load-balanced compute in the future allowing more scalable 3. WHERE DO NETWORKS FIT? ...............14 power depending on user count and specific demands. There is even a sustainability com- 4. FORECASTS AND LOOKING FORWARD ..17 ponent when considering local user hardware versus shared data center compute in terms 5. KEY TAKEAWAYS ...............................19 of power draw and waste. This scalability is especially important in cloud gaming—by design, a unicast experience—as it will stress infrastructure and present a different content han- dling paradigm from traditional video streaming. www.abiresearch.com While these values are applicable to all gamers, it is important to distinguish between different types of gam- ers and their respective desires and market opportunities for cloud gaming: • Hardcore: These gamers represent the pinnacle of the gamer landscape (and include segments with- in the PC and console gaming market), investing heavily in gaming hardware/peripherals (e.g., high-end gaming PCs) and spending considerably more time and money on software/services as a whole. These individuals are currently not a primary target of cloud gaming services because these users demand the highest levels of gaming performance not currently available over cloud gaming services, and/or engage in considerably longer gameplay sessions than average, which can run counter to some of the cloud gaming services that operate under a metered business model. • Core: Historically, the core gaming segment included both PC and console gamers. On the PC side, these gamers often spend less on their gaming PCs than hardcore gamers. Similarly, consoles gamers often seek a more cost-effective entry into the core gaming market than those units favored by the hardcore gaming segment. Mobile gaming is also starting to move into this category, as more PC and console game titles and franchises cross over. Cloud gaming services are targeting these users, but it is not viewed as the primary growth driver at this time. • Casual: Casual gamers are defined less by the platform and more by time commitment and game type preferences. This gaming segment views video games as just another form of entertainment and often devotes considerably less time to gaming than the previous two tiers. Gamers who favor certain types of games can also be classified within this tier; for example, those who predominantly play games like puzzles/board games or word games would be classified as casual gamers. The cloud gaming market started targeting these users and continues to be a key target in the near term. • New: This is a significant growth target for the cloud gaming market. Cloud gaming helps disaggregate the gaming experience from dedicated hardware, so it can be perceived to have a lower cost of entry and address concerns around setup and technical considerations (e.g., adequate PC specifications). Access to a game library anywhere and anytime is an easily marketable value to most users. Add cross-device support, in many cases, and the cloud’s inherent ability to scale hardware power over time independent of user hardware, and the value is expanded further. Thanks to the overlap between the video and gaming markets, both from technical and business model perspectives, there is immense interest already in bundling cloud gaming services in the same way Over-the-Top (OTT) and pay TV services are bundled with broadband or other telco services. The presence of mature existing technology and the ability to repurpose that technol- ogy for a new medium provide cloud gaming another benefit. The triple and quad play bundles popular over the last decade can add cloud gaming relatively simply, in an effort to reduce churn of other services and increase overall Average Revenue per User (ARPU). There are also specific value adds that operators can attach to cloud gaming, such as low latency and priority access when leveraging their service. One must consider the potential that 5G brings to such a market as well, with higher bandwidth, lower latencies, and greater reliability and connection quality end to end. As infrastructure matures, technologies like network slicing and edge compute will be applied to cloud gaming, further improv- ing services and user experience. 2 www.abiresearch.com CLOUD GAMING: ENABLING A NEXT GENERATION GAMING AND STREAMING PARADIGM Cloud gaming is not a flawless proposition though, especially in its current nascent state. Uncertain scenarios around content ownership and rights leave questions around possible business models, content location, and user access paradigms. NVIDIA’s GeForce NOW, for example, has struggled to maintain content as pub- lishers have pulled their games, citing confusion and disagreements around content ownership and rights. This includes some AAA publishers, including Activision-Blizzard, 2K Games, and Bethesda. Variables are plenty; bandwidth requirements differ depending on the individual service, game, resolution, user-chosen settings, and average bitrates will rival and exceed high-fidelity video streaming, especially as frame rates increase, along with resolution (something uncommon in the video realm). User experience relies heavily on the quality of the infrastructure between the user and the data center, something entirely out of the user’s control with a possible negative impact on availability, reliability, and latency. There are some heavy limitations on content experiences across these variables; for instance, most multiplayer experiences require a certain level of overall latency, which cloud gaming may not meet. Finally, there is the intrinsic value of cloud gaming to the mass market, which, while promising, has not yet been proven. These technical considerations, possible barriers, and likely accelerators for cloud gaming are shared with other markets, and entirely unique. Content distribution looks similar to existing content streaming with video or music, while adding new variables like low-latency requirements and the inherent lack of buffer with inter- active content. Unique considerations in content ownership and business models present novel challenges. These dynamics intertwine to create a compelling, but complex opportunity for all players end to end: hard- ware, software, services, and supporting infrastructure. CR-IDCC-XYZ: CLOUD GAMING 1.1. GAMING MARKET DYNAMICS The video game market is now among the largest entertainment industries in the world with more than 2.3 billion individuals who play some type of video game. The number of gamers is expected to continue to grow 1.1. Gaming Market Dynamics over the next 5 years and beyond, driven, in particular, by mobile gaming. The video game market is now among the largest entertainment industries in the world with more than 2.3 billion individuals who play some type of video game. The number of gamers is expected to Figure 1: Number of Video Game Players continue to grow over the next 5 years and beyond, driven, in particular, by mobile gaming. World Market, Forecast: 2018 to 2024 Figure 1: Number of Video Game Players World Market, Forecast: 2018 to 2024 (Source:(Source: ABI ABI Research) Research) 4.0 Middle-East & Africa Latin America 3.5 Asia-Pacific Eastern Europe Western Europe North America 3.0 ) s 2.5 n o i l l i B ( 2.0 s r e m a 1.5 G 1.0 0.5 - 2018 2019 2020 2021 2022 2023 2024 3 www.abiresearch.comThe Asia-Pacific region representsCLOUD GAMING: the ENABLINGlargest gaming A NEXT GENERATION base with GAMING51% of AND the STREAMINGworldwide PARADIGM total. China has the largest gamer population with 40% of the Asia-Pacific region (China, India, Japan, and South Korea, collectively, represent nearly 70% of the region’s gamer population). The regions of Western Europe, Eastern Europe, and the Middle East & Africa hold over 28% of the gaming population, with the Middle East & Africa segment adding a healthy number of mobile gamers, but revenue opportunities are markedly lower when compared to the European markets. The Americas, at roughly 20% of the player base, represent the second largest revenue opportunity, driven in large part by North America, which is strong across the gaming platforms. Mobile devices have been a cornerstone of the gaming market for nearly a decade, both in terms of the number of users and revenue, even though ARPU in general is lower than in the PC or console markets.
Recommended publications
  • Dynamic Content Delivery Infrastructure Deployment Using Network Cloud Resources
    Technische Universität Berlin Fakultät für Elektrotechnik und Informatik Lehrstuhl für Intelligente Netze und Management Verteilter Systeme Dynamic Content Delivery Infrastructure Deployment using Network Cloud Resources vorgelegt von Benjamin Frank (M.Sc.) aus Oldenburg Fakultät IV – Elektrotechnik und Informatik der Technischen Universität Berlin zur Erlangung des akademischen Grades Doktor der Ingenieurwissenschaften - Dr.-Ing. - genehmigte Dissertation Promotionsausschuss: Vorsitzender: Prof. Dr. Jean-Pierre Seifert, Technische Universität Berlin, Germany Gutachterin: Prof. Anja Feldmann, Ph. D., Technische Universität Berlin, Germany Gutachter: Prof. Bruce M. Maggs, Ph. D., Duke University, NC, USA Gutachter: Prof. Steve Uhlig, Ph. D., Queen Mary, University of London, UK Gutachter: Georgios Smaragdakis, Ph. D., Technische Universität Berlin, Germany Tag der wissenschaftlichen Aussprache: 16. Dezember 2013 Berlin 2014 D 83 Eidesstattliche Erklärung Ich versichere an Eides statt, dass ich diese Dissertation selbständig verfasst und nur die angegebenen Quellen und Hilfsmittel verwendet habe. Datum Benjamin Frank (M.Sc.) 3 Abstract Millions of people value the Internet for the content and the applications it makes available. To cope with the increasing end-user demand for popular and often high volume content, e.g., high-definition video or online social networks, massively dis- tributed Content Delivery Infrastructures (CDIs) have been deployed. However, a highly competitive market requires CDIs to constantly investigate new ways to reduce operational costs and improve delivery performance. Today, CDIs mainly suffer from limited agility in server deployment and are largely unaware of network conditions and precise end-user locations, information that improves the efficiency and performance of content delivery. While newly emerging architectures try to address these challenges, none so far considered collaboration, although ISPs have the information readily at hand.
    [Show full text]
  • Uila Supported Apps
    Uila Supported Applications and Protocols updated Oct 2020 Application/Protocol Name Full Description 01net.com 01net website, a French high-tech news site. 050 plus is a Japanese embedded smartphone application dedicated to 050 plus audio-conferencing. 0zz0.com 0zz0 is an online solution to store, send and share files 10050.net China Railcom group web portal. This protocol plug-in classifies the http traffic to the host 10086.cn. It also 10086.cn classifies the ssl traffic to the Common Name 10086.cn. 104.com Web site dedicated to job research. 1111.com.tw Website dedicated to job research in Taiwan. 114la.com Chinese web portal operated by YLMF Computer Technology Co. Chinese cloud storing system of the 115 website. It is operated by YLMF 115.com Computer Technology Co. 118114.cn Chinese booking and reservation portal. 11st.co.kr Korean shopping website 11st. It is operated by SK Planet Co. 1337x.org Bittorrent tracker search engine 139mail 139mail is a chinese webmail powered by China Mobile. 15min.lt Lithuanian news portal Chinese web portal 163. It is operated by NetEase, a company which 163.com pioneered the development of Internet in China. 17173.com Website distributing Chinese games. 17u.com Chinese online travel booking website. 20 minutes is a free, daily newspaper available in France, Spain and 20minutes Switzerland. This plugin classifies websites. 24h.com.vn Vietnamese news portal 24ora.com Aruban news portal 24sata.hr Croatian news portal 24SevenOffice 24SevenOffice is a web-based Enterprise resource planning (ERP) systems. 24ur.com Slovenian news portal 2ch.net Japanese adult videos web site 2Shared 2shared is an online space for sharing and storage.
    [Show full text]
  • Subjective Quality Assessment for Cloud Gaming
    Article Subjective Quality Assessment for Cloud Gaming Abdul Wahab 1,* , Nafi Ahmad 1 , Maria G. Martini 2 and John Schormans 1 1 School of Electronic Engineering and Computer Science, Queen Mary University of London, Mile End Road, London E1 4NS, UK; Nafi[email protected] (N.A.); [email protected] (J.S.) 2 School of Computer Science and Mathematics, Kingston University, River House, 53-57 High Street, Kingston upon Thames, Surrey KT1 1LQ, UK; [email protected] * Correspondence: [email protected] Abstract: Using subjective testing, we study the effect of the network parameters, delay and packet loss ratio, on the QoE of cloud gaming. We studied three different games, selected based on genre, popularity, content complexity and pace, and tested them in a controlled network environment, using a novel emulator to create realistic lognormal delay distributions instead of relying on a static mean delay, as used previously; we also used Parsec as a good representative of the state of the art. We captured user ratings on an ordinal Absolute Category Rating scale for three quality dimensions: Video QoE, Game-Playability QoE, and Overall QoE. We show that Mean Opinion Scores (MOS) for the game with the highest levels of content complexity and pace are most severely affected by network impairments. We also show that the QoE of interactive cloud applications rely more on the game playability than the video quality of the game. Unlike earlier studies, the differences in MOS are validated using the distributions of the underlying dimensions. A Wilcoxon Signed-Rank test showed that the distributions of Video QoE and Game Playability QoE are not significantly different.
    [Show full text]
  • GPU Developments 2018
    GPU Developments 2018 2018 GPU Developments 2018 © Copyright Jon Peddie Research 2019. All rights reserved. Reproduction in whole or in part is prohibited without written permission from Jon Peddie Research. This report is the property of Jon Peddie Research (JPR) and made available to a restricted number of clients only upon these terms and conditions. Agreement not to copy or disclose. This report and all future reports or other materials provided by JPR pursuant to this subscription (collectively, “Reports”) are protected by: (i) federal copyright, pursuant to the Copyright Act of 1976; and (ii) the nondisclosure provisions set forth immediately following. License, exclusive use, and agreement not to disclose. Reports are the trade secret property exclusively of JPR and are made available to a restricted number of clients, for their exclusive use and only upon the following terms and conditions. JPR grants site-wide license to read and utilize the information in the Reports, exclusively to the initial subscriber to the Reports, its subsidiaries, divisions, and employees (collectively, “Subscriber”). The Reports shall, at all times, be treated by Subscriber as proprietary and confidential documents, for internal use only. Subscriber agrees that it will not reproduce for or share any of the material in the Reports (“Material”) with any entity or individual other than Subscriber (“Shared Third Party”) (collectively, “Share” or “Sharing”), without the advance written permission of JPR. Subscriber shall be liable for any breach of this agreement and shall be subject to cancellation of its subscription to Reports. Without limiting this liability, Subscriber shall be liable for any damages suffered by JPR as a result of any Sharing of any Material, without advance written permission of JPR.
    [Show full text]
  • Game Streaming Service Onlive Coming to Tablets 8 December 2011, by BARBARA ORTUTAY , AP Technology Writer
    Game streaming service OnLive coming to tablets 8 December 2011, By BARBARA ORTUTAY , AP Technology Writer high-definition gaming consoles such as the Xbox 360 and the PlayStation 3. But when they are streamed, the games technically "play" on OnLive's remote servers and are piped onto players' phones, tablets or computers. OnLive users in the U.S. and the U.K. will be able This product image provided by OnLive Inc, shows to use the mobile and tablet service. Games tablets displaying a variety of games using the OnLive available include "L.A. Noire" from Take-Two game controller. OnLive Inc. said Thursday, Dec. 8, Interactive Software Inc. and "Batman: Arkham 2011, that it will now stream console-quality games on City." The games can be played either using the tablets and phones using a mobile application. (AP gadgets' touch screens or via OnLive's game Photo/OnLive Inc.) controller, which looks similar to what's used to play the Xbox or PlayStation. Though OnLive's service has gained traction (AP) -- OnLive, the startup whose technology among gamers, it has yet to reach a mass market streams high-end video games over an Internet audience. connection, is expanding its service to tablets and mobile devices. ©2011 The Associated Press. All rights reserved. This material may not be published, broadcast, OnLive Inc. said Thursday that it will now stream rewritten or redistributed. console-quality games on tablets and phones using a mobile application. Users could already stream such games using OnLive's "microconsole," a cassette-tape sized gadget attached to their TV sets, or on computers.
    [Show full text]
  • Video Games Review DRAFT5-16
    Video Games: History, Technology, Industry, and Research Agendas Table of Contents I. Overview ....................................................................................................................... 1 II. Video Game History .................................................................................................. 7 III. Academic Approaches to Video Games ................................................................. 9 1) Game Studies ....................................................................................................................... 9 2) Video Game Taxonomy .................................................................................................... 11 IV. Current Status ........................................................................................................ 12 1) Arcade Games ................................................................................................................... 12 2) Console Games .................................................................................................................. 13 3) PC Standalone Games ...................................................................................................... 14 4) Online Games .................................................................................................................... 15 5) Mobile Games .................................................................................................................... 16 V. Recent Trends ..........................................................................................................
    [Show full text]
  • Mobile Gaming Playbook
    MOBILE GAMING PLAYBOOK BEST PRACTICES FOR MARKETING AND MONETIZING MOBILE GAMES Nadeem Almoayyed ([email protected]) https://www.linkedin.com/in/nadeemalmoayyed/ Kathy Liao ([email protected]) https://www.linkedin.com/in/liaokathy/ Ivan Zakharov ([email protected]) https://www.linkedin.com/in/ivan-zakharov-vc TUCK CENTER FOR DIGITAL STRATEGIES PAGEPAGE 01 01 PRISMA INC . TABLE OF CONTENTS INTRODUCTION 2 MARKETING 3 Importance of Soft Launches 4 Measuring Marketing Success 6 Creative Assets: In-House vs Outside Agency 8 Customer Segmentation 9 Advertising Optimization 11 CRM: Customer Relationship Management System 12 Influencer Marketing 13 Offline Attribution 15 MANAGING IP 1 6 ( INTELLECTUAL PROPERTY ) BUSINESS MODELS IN AAA 1 9 GAMING Evolution of Monetization in Gaming 19 How the Subscription World Looks Today 21 What Mobile Can Learn from AAA around Subscriptions 22 Subscription Platforms 23 What Works and What Doesn't in Subscription Platforms 25 What Should Mobile Game Developers Do? 27 FINANCING AND PRICING 2 8 STRATEGY Game Development Cost Trends 28 Key Pricing Trends 29 THETUCK CENTER CENTERTUCK CENTERFOR FOR DIGITAL DIGITAL FOR DIGITALSTRATEGIES STRATEGIES STRATEGIES PAGEPAGE 0402 02 INTRODUCTION As mobile technology improves and mobile phone penetration increases around the world, mobile games have seen their popularity increase over the years. The mobile game industry is currently worth $68.5B, and many of the largest gaming companies are investing heavily in the space. Activision acquired King Digital Entertainment several years ago to solidify its position in the mobile gaming space, Blizzard has invested heavily in Hearthstone’s mobile presence, and Riot Games is developing a mobile version of its hugely popular League of Legends IP due out in 2020.
    [Show full text]
  • OFFLINE GAMING VS CLOUD GAMING (ONLINE GAMING) Mr
    ISSN: 0974-3308, VOL. 11, NO. 2 DECEMBER 2018 @ SRIMCA 99 OFFLINE GAMING VS CLOUD GAMING (ONLINE GAMING) Mr. Amit Khatri Abstract—Games has always been a major source of entertainment in every generation and so exiting their history is, because it has various factor involved like Video Games Industry and various generations of video games. Due to improvements in graphics, a revolution has occurred in computer games. Storage for Video Games has always been a problem whether it is a Gaming Console or a PC but has been resolved generation by generation. Games also attracted the uninterested audience. Offline Gaming has been very popular for a year but has various drawbacks. Cloud Gaming is the resolution against Offline Gaming. This paper talks about how Cloud Gaming is taking place of Offline Gaming with much powerful hardware systems and processes. Keywords—Gaming, Cloud Gaming, Gaming PC, Gaming Console, Video Games. I. GAMING AND ITS HISTORY Computerized game playing, whether it is over a personal computer, mobile phone or a video game console can be referred to as Gaming. An individual who plays video games is recognized as a gamer [1]. In every generation of technology evolution, graphics of the game have been improved. When we think the history of video games we usually think of games like Tic- tac-toe, Tetris, Pacman, pong and many more but now these games use graphics seems like reality. In the 1950s, People can’t think of playing card games such as Solitaire, Blackjack, Hearts, Spider Solitaire and so on, on tv or computer but now the stage has reached more ahead from that [1].
    [Show full text]
  • Onlive Game System Product Information Guide
    PRODUCT INFORMATION GUIDE for the OnLive® Game System Read all safety information in this guide before using the MicroConsole TV Adapter, Controller and Wireless Adapter. Failure to read, understand and follow all safety information can result in death, serious injury or damage to the product. US Product Information Guide 4 US Safety Information 5 Choking Hazard 5 Proper Placement of the MicroConsole 5 Avoid Moisture Contact 6 Handling the MicroConsole and Controller 6 Repetitive Motion and Musculoskeletal Disorders 6 Photosensitive Seizures, Eyestrain and Blackouts 7 Power Adapter Use 7 Battery Use and Disposal 8 Modification or Repair 9 FCC Compliance Statement 9 Service and Support 11 Limited Hardware Warranties 11 One-Year Limited Warranty 11 90-Day Limited Warranty 11 Exclusions from Limited Warranty 13 License 14 Governing Law and Jurisdiction 15 3 US Product Information Guide This Product Information Guide (the “Guide”) is published by OnLive Inc, (“OnLive” or “ONLIVE”). This Guide contains safety, handling, regulatory and warranty information as applicable, for the MicroConsole™ TV Adapter (“MicroConsole”), Wireless Controller (“Controller”), Wireless Adapter, and other items supplied by OnLive (which may include one or more of the Power Adapter, HDMI cable, USB cable and Ethernet cable, which will be referred to collectively for purposes of this Guide as “Cables”) and alkaline batteries (two AA batteries) (“Batteries”) or items that are shipped separately (which may include a Rechargeable Battery, or a Component Video Adapter and RCA Audio Cable, (the “Component Cables”). For purposes of this Guide, the term Batteries includes the Rechargeable Battery as well as the alkaline batteries except where these items are referred to separately in the Guide.
    [Show full text]
  • Cloud Gaming: Enabling a Next Generation Gaming and Streaming Paradigm
    CLOUD GAMING: ENABLING A NEXT GENERATION GAMING AND STREAMING PARADIGM Analysts: Eric Abbruzzese, Michael Inouye TABLE OF CONTENTS 1. A CONFLUENCE OF GAMING AND STREAMING MARKETS 1. A CONFLUENCE OF GAMING AND The immense video streaming market is already laying the groundwork for high-volume, STREAMING MARKETS ....................... 1 high-bandwidth content potential, so the onset of cloud gaming excitement was not a sur- 1.1. Gaming Market Dynamics .........................3 prise. The gaming market is responsible for more than US$150 billion in revenue overall. 1.2. Video Market Dynamics and Any new service or technology that can tap into even a sliver of that revenue is promising. Similarities to Gaming ...............................4 2. STATE OF THE CLOUD GAMING MARKET 6 Cloud gaming promises a layer of flexibility not previously possible in the market. Low end- 2.1. Business Models Today and to-end latency enables data centers to take the place of processing needed by a user’s Shifting toward Cloud Gaming in the Near Future ........................................7 Personal Computer (PC), console, or mobile device. New spectrum availability and wired 2.2. Technical Details .......................................8 broadband opportunity, mature existing infrastructure from the video market, and increas- 2.3. Competition and Differentiators .............10 ingly powerful and efficient cloud-native technologies all contribute to this progression. Pro- 2.4. Gamification Outside of Gaming .............11 cessing in the cloud allows for any device to have the processing power of a high-end PC 2.5. Immersive Technologies as an without the local hardware cost. Cloud gaming represents a first step in cloud infrastructure Upcoming Feature for Cloud Gaming .....12 usage, with distributed and load-balanced compute in the future allowing more scalable 3.
    [Show full text]
  • Mobile Cloud Gaming: the Real-World Cloud Gaming Experience in Los Angeles
    Mobile cloud gaming: the real-world cloud gaming experience in Los Angeles 2 Table of contents 4 The cloud gaming landscape is booming With the arrival of 5G, more and more gamers are putting away their consoles and replacing them with cloud-based games that can be enjoyed anywhere and everywhere they go—and on any connected device they choose. To show you what to expect in terms of the quality of the mobile cloud gaming experience, we looked at multiple elements of gaming, including the bare minimum download speeds This report shows which carriers in Los Angeles can deliver a smooth mobile cloud and latency established by three major gaming platforms: gaming experience for both casual games in standard definition and multiplayer online games in high definition on 4G LTE compared to 5G. Why did we choose Los Angeles? LA is a city of innovation, a driver of entertainment Steam trends, and one of the first markets where all four carriers offered 5G services. Google Microsoft Remote What better place to look closely at how 5G might help transform the gaming Stadia xCloud experience? Read on to see what to expect in terms of the real-world mobile cloud Play gaming experience in Los Angeles. Using the bare minimum speed and latency requirements set by those platforms, we took results from our most recent mobile performance testing in Los Angeles in the first half of 2020 to show which carriers are capable of delivering smooth mobile cloud gaming experiences on both 4G LTE and 5G. IHS Markit expects the cloud gaming content and services markets to grow from We looked at gaming across two broad categories at two different resolutions: $387 million in 2018 to $2.5 billion in 2023, with 5G driving much of that growth.
    [Show full text]
  • Annual Report 2017 Iab Annual Report 2017
    ANNUAL REPORT 2017 IAB ANNUAL REPORT 2017 dynamic creative powerhouses apply their storytelling expertise to build marketers’ brands. Similarly, the 2017 IAB Leadership Dialogues were a first-ever Building 21st Century Brands: series of discussions with transformative leaders in business, politics, economics, and technology to gain The Race to the New Economy insights from and debate critical industry, political, and economic issues with each other. A cross-screen economy requires new standards and ife in America in 2017 was lived inside a series a time. These direct brands—as well as the incumbents guidelines to grow the marketplace, and IAB and the of paradoxes, all of them balanced on one side that join their club—are the growth engine of the new L IAB Tech Lab introduced the completely revamped by the ongoing economic boom, characterized by brand economy. IAB Standard Ad Unit Portfolio, featuring dynamic a bull market now in its 10th year. We had political more than 14,800 digital media professionals Adapting to this new landscape is not optional either: ads that allow for flexible creative on a multitude turmoil … and economic boom. Populist revolt … have advanced through the IAB Certification Two-thirds of consumers now expect direct brand of screen sizes and resolution capabilities and that and economic boom. Immigration mania … and Programs and Professional Development initiatives. connectivity. puts user experience front and center. Another major economic boom. Media disruption … and economic accelerator for growth is a trustworthy supply chain. An emerging economy and fast-changing media boom. Retail apocalypse … and economic boom. THE WORLD HAS SHIFTED FROM AN A major initiative for the Tech Lab in this area was INDIRECT BRAND ECONOMY TO A landscape also requires an active eye on policy, and In the digital media and marketing industries, we DIRECT BRAND ECONOMY.
    [Show full text]