Cloud Gaming: the market weighs 1.5 billion dollars in 2021 and continues to grow


Robin Lamorlette

April 12, 2022 at 12:30 p.m.

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Project xCloud

© Microsoft

The market of Cloud Gaming has been on a little cloud in 2021, reaching the colossal sum of 1.5 billion dollars.

According to a recent report by newzoo, revenues from this buoyant market would have more than doubled compared to the previous year. And this exponential growth does not seem about to stop.

Cloud Gaming in the Stratosphere

Despite its relative youth, the Cloud Gaming market owes this impressive growth to more than 21.7 million users worldwide. Services such as xCloud, PlayStation Now, GeForce Now, Shadow and so many others are multiplying and gaining ever more followers.

Cloud Gaming Ecosystem © Newzoo

© Newzoo

With the proliferation of players and users in this market, newzoo estimates that the already impressive figure of 1.5 billion dollars could be multiplied by four by 2024. That is a market estimated at a gargantuan sum of more than 6 billion dollars.

A success story breathtaking, knowing that last year, this market weighed “barely” 671 million dollars. But the efforts of the various players to make this technology viable have clearly borne fruit and seem ready to bear fruit for several more years.

Beyond a marked improvement in technology, this dazzling success can of course be explained by other external factors.

When the hardware is not there, the cloud dances

You will not have missed it, the health crisis caused by the coronavirus has caused real chaos, with in particular a shortage of components for graphics cards, processors and other devices.

Despite excellent health, the PC market has thus suffered from a certain slowdown at the start of 2022. Unable to afford a state-of-the-art machine, many players have preferred to opt for games in the cloud, less bulky and less expensive.

However, Cloud Gaming still has a few drawbacks that need to be corrected in order to be fully convinced. First of all, an excellent internet connection (preferably fiber optic type) is essential. Then, despite major efforts by the various players in this market, server capacity problems remain.

This has been costly for services that wanted to launch too early on this lucrative market, Google Stadia in the lead. This very young technology therefore still has a long way to go before it really prospers.

But if we are to believe the estimates of newzoo and other specialized analysts, a good part of the future of video games seems to turn more than ever towards the clouds.

Source : newzoo



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