But by 2024, the industry promises to become much more popular. According to analysts, cloud gaming services will earn 10 times more — up to $450 million. The annual market growth will be 46.7%.
Piracy is a huge pain in the gaming industry. After an official release, game licenses are available on torrents within hours, and sometimes even before the official release date.
The entire industry knows about this, but there's nothing netherlands number data they can do about it. Ubisoft CEO said that 93% of players don't pay for licensed games.
With the help of cloud services, it is impossible to play "pirate" - all licenses are automatically checked. The user launches the game from a remote computer, and he only sees the broadcast of this game. If cloud gaming becomes massive, then the profits of game developers and publishers will increase. But so far they do not seek to enter into partnerships with the cloud industry. Why and what to do about it?
Cloud gaming market problems
Today, there are two reasons that prevent us from further unleashing the potential of the cloud gaming market:
The gamer gets access to the license for a long time.
To start a game, the user inserts a game disc into the computer or purchases an electronic distribution. In cloud gaming, starting a game is more complicated: you need to register with the service, download the program, log in to the gaming platform (for example, Steam) — and only then can you start the game.
Today, everything in digital services is getting simpler: browsers remember all data, online stores are less and less likely to require mandatory registration. In the near future, access to cloud services will also become easier.