ABI Research:2024云游戏发展报告:历程、现状与前景白皮书(英文版)(20页).pdf

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ABI Research:2024云游戏发展报告:历程、现状与前景白皮书(英文版)(20页).pdf

1、THE PAST,PRESENT,AND FUTURE OF CLOUD GAMINGINTRODUCTIONCloud gaming,like other hyped technologies such as Extended Reality(XR)and long-term visions like the metaverse,has experienced highs and lows.At its peak,cloud gaming was billed as the future of gamingit even served as a key argument against th

2、e Microsoft and Activision merger,granting the former too much control over cloud gamings future and,by association,the broader gaming industry.Despite these lofty visions,the cloud gaming market has also been hampered by technical and market conditions that have resulted in some notable failures.Th

3、is whitepaper explores cloud gamings past,identifying the advance-ments and changes that have resulted in a resurgence in cloud gaming,and discusses the necessary balancing act between managing technolo-gies and market needs that must differentiate cloud gaming,rather than merely serving as a substi

4、tute or complement to existing platforms.TABLE OF CONTENTSINTRODUCTION.1RETROSPECTIVE ON CLOUD GAMINGS PAST.2EARLY CLOUD GAMING EXPERIENCES AND CHALLENGES .2RESURGENCE OF CLOUD GAMING.5CURRENT MARKET ENVIRONMENT.5TECHNOLOGY AND MARKET DEMANDS AND OPPORTUNITIES.8ACHIEVING LOWER LATENCY STREAMING.8LEV

5、ERAGING TECHNOLOGIES TO REDUCE COSTS.12IMPLICATIONS OF NEW TECHNOLOGIES AND LONGER-TERM MARKET OPPORTUNITIESTHE PAST,PRESENT,AND FUTURE OF CLOUD GAMINGRETROSPECTIVE ON CLOUD GAMINGS PASTCloud gaming has a storied history that dates to at least the early 2000s with Finnish company G-cluster(founded i

6、n 2000),before reaching broader market awareness nearly a decade later with OnLive2(announced in 2009 and launched in 2010)and Gaikai1(beta stage in 2010 and commercial launch in 2011).Despite offering innovative(for the time)business models and features,both Gaikai and OnLive failed to resonate wit

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