Cloud Gaming and Interactive Streaming: Analysis and Forecasts

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About this product


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.


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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Most products will ship ASAP, usually within 24 hours. Some products are available for instant download upon payment.  These products are indicated as an instant digital download. 

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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!

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DFC reports range from Excel spreadsheets with numbers to 200-page+ analysis reports that take a deep dive into a topic.  Some clients simply want data with no analysis.  The Excel spreadsheets allow users to pull data into their own models.  For advanced clients we even offer pivot table products and raw survey data that can be imported into a program of choice.

Other clients are taking a deeper dive into understanding industry trends or want a general summary of major issues.  For these customers, DFC offers both traditional reports, as well as topical PowerPoint based briefs.

Large research firms tend to focus on providing research across a variety of industries.  In many cases these are created by low-level employees that do not have a specialty in the subjects they cover.  Reports are created using templates that allow generic forecasts and reports to be created across multiple industries. 

At DFC Intelligence we call this the McResearch philosophy after the business model pioneered by the McDonald’s restaurant chain.   This is a system that allows for consistent products, at a low cost, where rapid employee turnover does not encourage investing in long-term training.

In contrast, DFC Intelligence is comparable to a fine dining establishment.  We focus on in-depth knowledge of the video game industry and our analysts have years of experience and industry connections.

When it comes to research, DFC specializes in taking massive amounts of data from multiple sources and identifying key trends and providing actionable insights.  Having in-house experts has made us the go-to source for realistic forecasts that can be used for business and investment planning.

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.

Pricing listed on the site is generally for a single-user license for a single product and is not negotiable.  However, DFC offers significant discounts on multiple report orders.  In addition, single report orders can be to upgrade to additional research with full credit for the price paid.

Contracts for ongoing research are negotiated on a case-by-case basis.  Cost can vary based on size, number of users and type of research needed.

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Universities and other educational institutions have bought DFC Intelligence research to use for classroom education and specialized research into the video game space.  However, DFC research is generally not within the budget of individual students.

To provide general information and summary of top level research, the free DFC Dossier was launched in 2007.  DFC also provides free commentary of the latest news events.  Signing up to receive free research can be done here.

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 offers to discount the price of that purchase towards a larger research package or subscription if done within six months.

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 will refuse to provide any data or information that violates the law.

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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