Gaming: up in the air
This insight is locked

Access this insight with a Premium plan. Contact our sales team to get started.

Report details

Gaming: up in the air
Released
MARCH 2020

Is there a cloud-gaming Spotify out there?

Cloud gaming seeks to emulate what Netflix and Spotify have done in TV/video and music by aggregating content from producers and bypassing the traditional mode of distribution in favour of streaming over the internet. Archetypal perceptions of gaming have historically centred on consoles made by Sony, Microsoft and Nintendo, but these have now been joined by new entrants seeking to open up new and larger audience segments.

Some 2.5 billion people worldwide are active gamers, putting the pastime on a par with music and video streaming despite having far less mindshare and public profile. Spotify, Apple and Netflix provide a benchmark for how big cloud gaming could be. How large will depend on the price elasticity of the 1 billion casual gamers who currently pay little or nothing but could be tempted into a monthly subscription.

The drive towards streaming is part of a broader reinvention of gaming to attract new demographics and formats. While VR has failed to take-off after a period of hype in 2015/2016, gamers are the most fertile ground due to the obvious benefits of immersion. Work continues at pace behind the scenes on the content front, with gaming libraries growing for Oculus, Sony and HTC. E-sports are a further intriguing opportunity.

Cloud gaming presents a risk to Sony and Microsoft’s business model from the cannibalisation of console sales. Their strategy will be to sell into non-console owners and sign distribution agreements with telcos and cable firms that can bundle with 4G, 5G or home broadband tariffs. Google and Apple share common advantages in having ready-made ecosystems to leverage. However, they also share a common challenge in inferior content libraries.

Authors

How to access this report

Annual subscription: Subscribe to our research modules for comprehensive access to more than 200 reports per year.

Enquire about subscription

Contact our research team

Get in touch with us to find out more about our research topics and analysis.

Contact our research team

Media

To cite our research, please see our citation policy in our Terms of Use, or contact our Media team for more information.

Learn more

Related research

CES 2026: how advanced AI is shaping devices, smart home, digital entertainment and automotive

Premium
Topics
Devices
Artificial intelligence (AI)
Digital consumer services

For industry players, the developments at CES have important implications for the road ahead. For operators, for example, this includes the area of network quality of service and the opening up of potential new revenue opportunities. To help navigate the key announcements, developments and implications from the show, this report focuses on four key areas of innovation: consumer devices, smart home, digital entertainment and automotive.

This insight is locked

The digital consumer in 2026: how consumer behaviour is changing across 5G, AI, eSIM, devices and content

Premium
Topics
Digital consumer services
Devices
5G
Artificial intelligence (AI)
Pay TV
eSIM

Leveraging data from the 2025 survey, conducted between June and August, this report provides relevant insights into how the consumer behaviour is changing across eight topic areas: 5G; devices; eSIM; generative AI; pay TV; gaming; the metaverse and extended reality; and sustainability.

This insight is locked

Consumers in Focus: eSIM User Behaviour Survey Dashboard 2026

Premium
Topics
eSIM
Digital consumer services

This dashboard, based on GSMA Intelligence 2025 consumer survey, provides all the relevant data related to eSIM user behaviour in a consistent and structured way – a valuable asset for companies looking to formulate or adjust their consumer commercial strategies and plans.

This insight is locked
Full access
Get full access to our research now, get in touch with us to find out more about our research topics and analysis
  • 200 reports a year
  • 50 million data points
  • Over 350 metrics