Cloud Gaming and Interactive Streaming: Analysis and Forecasts

This report is a detailed look at cloud games and how concepts like the metaverse and MILEs (Massive Interactive Live Events) are particularly suited for cloud technology and are expected to drive growth.  Includes five-year cloud gaming forecast.

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As Netflix, Hulu, and others have established video streaming as mainstream, games are the next frontier.  The potential of streaming games via the cloud has been a hot topic for years.  However, the question of who will become the “Netflix of Games” remains undetermined.

DFC Intelligence has been a leading analyst and consultant for cloud game and streaming companies for over 15 years.  This experience has allowed for a sophisticated view of the intricacies of cloud games and streaming.

Streaming content through the cloud continues to expand distribution and business models for all forms of entertainment products.  However, streaming games and interactive applications have proven more challenging than music or video due to technological and business model issues.

The focus of this report is on how cloud distribution is poised to introduce new forms of content and expand the audience and revenue in not only emerging markets, but more importantly the major video game markets of North America, Western Europe, and Japan.

The conclusion of the report is that cloud streaming distribution will not necessarily grow the market for current high-end “twitch” heavy action games.  Instead, the market will grow with new forms of high-production content that take advantage of the huge games-as-a-service (GAAS), user viewership, and content creation trends.

The report looks at how concepts like the metaverse and MILEs (Massive Interactive Live Events) are particularly suited for cloud technology and are expected to drive growth over the next five years. Included five-year forecasts.

The sections of the report include:

  • Cloud Gaming: Why Hasn’t it Taken Off?: A look at the current state of cloud gaming with a focus on technological and business model challenges.
  • Cloud Gaming: How it Will Take Off?: A look at how new content, specifically designed for and requiring cloud streaming, is expected to drive market growth in coming years.
  • Beyond Games: The Metaverse, MILEs and Interactive Streaming Content: A look at the general concept of the metaverse and the more specific idea of MILEs (Massive Interactive Live Events) and how they are expected to drive the future of streaming interactive content and cloud gaming.
  • The Major Players: Products and Companies: A look at the major players investing in the space with an overview of some specific products that indicate future growth opportunities. In many cases, these products are already proven and will only expand with the emergence of cloud-driven delivery and interaction technology.
  • Cloud Gaming and Interactive Streaming: Market Size and Forecasts: This section has forecasts for overall market growth with a focus on topline numbers for how the market is expected to grow via the rise of cloud products and games as a service (GAAS). Also included are highlights from some recent consumer surveys around interaction with video.

Forecasts

DFC Intelligence 5-year forecasts focus on revenue across 4 major segments:

  • PC Cloud Subscription Fees
  • Console Cloud Subscription Fees
  • Bring Your Own Game Revenue
  • In-Game Cloud revenue

UPDATES INCLUDED!

Forecasts in DFC Intelligence reports are “living forecasts.”  In other words, our forecasts are always being adjusted based on the latest news, events, and product announcements.  Anyone ordering this report will also receive all updates for the next three months.  This ensures that you are not getting out-of-date data!

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DFC offers subscription services, on-off report and data purchases and custom client engagements. Our services and products include Excel spreadsheet based deliverables and/or market analysis reports that take a deeper dive into a topic.  We also offer pivot table products and raw survey data that can be imported into a program of choice for full subscription clients or as a one-off purchase.

Absolutely!  Over the years we have done it all from business plans, expert testimony, market surveys and custom segmentations and forecasts.  DFC also offers short one-on-one briefings with analysts.

In addition, we have access to a database of former industry insiders with expertise in all aspects of the video game industry.  No matter what the topic DFC can find the appropriate expert.

Be sure and check out our consulting page for more information.

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However, DFC Intelligence specializes in living research reports.  We are constantly updating our forecasts and analysis to reflect current market conditions.  Even when a product is available for instant download, we always contact clients to make sure they have the most recent edition.

DFC is hands-on with clients and in most cases, we consult to make sure the research fits the client’s specific needs.  Many reports are custom-built-on-demand from our database.  Usually, delivery of custom-built reports is within 48 hours.  

We are the first to admit that DFC has a LOT of data and information.   It can be overwhelming.  However, we are here to help.  Contact us if you are uncertain!

If you have a question on the business of video games we will likely know how to get the answer!

Generally the product page will indicate the latest “official” version of a report.  However, DFC Intelligence specializes in “living research.”  Our forecasts and analysis are constantly being tweaked to account for current events.  When a customer orders a report we always make sure to send any relevant updates.  Also when a report is updated we will send the update to all clients that have ordered in the past six months.   Our goal is to go above and beyond to ensure repeat business.

DFC Intelligence has been operating within the video game segment since the 1990s. We have made a name for ourselves as providing forecasts and analysis that support strategic planning and marketing initiatives over that of Marcom functions that like to influence markets by overstating the size, opportunities and potential of a company with assistance from “pay to play” firms. Out forecasts are often in line with what actually happens which provides our clients with a sense to confidence in purchasing from us.

We leverage our in-depth knowledge of the video game industry and the years of experience and industry connections that we have developed. DFC is strictly focused on the video game space and not as a plug in to other research offerings or part of the factory approaches that have appeared over the years with offshore companies employing generalists to pump out reports via web scraping and generic templates.

DFC specializes in taking massive amounts of data from multiple sources and identifying key trends and providing actionable insights.  As a research company, DFC Intelligence has been on the forefront of data collection and analysis since the 1990s.  We have pioneered the usage of data mining and AI tools to collect and analyze disparate data sources.

In a world cluttered with information, much of it misinformation, DFC cuts through the crap to focus on reality.

DFC Intelligence focuses on providing high-quality insights and forecasts at a reasonable price.  The goal is to provide clients with products they can leverage to educate not only themselves but partners, clients, and investors.

For more insights into what makes us unique see this interview with David Cole Founder & CEO of DFC Intelligence on Waskul TV.

DFC offers discounts on multiple report orders.  In addition, single report orders can be to upgrade to additional research with full credit for the price paid. We will, on occasion, with small start-ups or individuals looking to raise early stage investments. We do not provide discounts or free research to students.

Universities and other educational institutions have bought DFC Intelligence research to use for classroom education and specialized research into the video game space.  Contact us to discuss a subscription to our research.

Definitely!  The DFC Intelligence database goes far beyond what can be listed on the site.  If you have a question on the video game industry chances are DFC will have the answer.  Not only do we have access to our internal experts but DFC has contacts with experts in specific areas.  If we do not know the answer we are probably able to point you towards someone that does.

Many of our clients follow the video game space on a regular basis and prefer to have an ongoing subscription to get the latest data.  However, most customers start with a single report purchase to make sure it is a right fit.  For customers buying a report(s), DFC credits the price of their purchase towards a larger research package or subscription if done within 90 days.

DFC Intelligence has specialized in tracking individual game sales and usage since the 1990s when we partnered with the NPD Group to provide reports on retail sales of video games. In the early 21st century we pioneered the usage of PC game trackers for monitoring the usage of individual games. This later expanded to track mobile games and game console services like PlayStation Plus and Xbox Live/Game Pass. However, as the market for tracking games has become crowded and unreliable, DFC no longer offers off-the-shelf game tracking services. However, we still monitor games down to the individual level and specialize in custom consulting, especially for product planning purposes. We also have access to our game tracking that goes back to 2005 and is available on a custom project basis.

Investors are important clients for DFC Intelligence and we regularly hold investor calls and do custom consulting.  However, DFC does not provide confidential information that is not generally available to the public. DFC Intelligence reports are based on our analysis of public information.  Our analysts are trained in complying with SEC and international laws regarding inside information.  DFC cannot provide any data or information that violates the law.

Cloud Game ForecastCloud Gaming and Interactive Streaming: Analysis and Forecasts
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