An In-Depth Look At Where Industry Leaders Project Cloud Gaming Will Go In 2014
2014 is poised to become the year that cloud gaming truly came into its own. Recent headlines, such as the acquisition of Gakai by Sony and the partnership of Onlive and Steam, all show that the biggest names in the tech community are realizing just how powerful and attractive cloud gaming can be.
Recently, we had the opportunity to pose some of the most important questions on anyone’s mind, in terms of cloud gaming, to some of the top industry professionals around. These professionals include Matt Carroll (commercial director at Disney Interactive), Trip Hawkins (founder of gaming-giant, Electronic Arts) and Lee Schuneman (Studio head of Lift London). These icons will be appearing at Cloud Gaming Europe 2014, which is set in London from May 19th to the 20th.
What New Business Models Could the Cloud Enable?
Business models will revolve primarily around the browser, claims Trip Hawkins, given that the hardware side of things will be much more fluid. This will change the primary focus, in terms of value, from the channel-control and scale side of things, to intellectual property. The cloud-gaming industry will level the playing field, allowing small developers the same level of exposure as their industry-giant counterparts.
What Does the Cloud Mean for Different Players In the Games Industry? How Can They Adapt?
The ability to adapt is going to be the primary qualification for future industry players, says Lee Schuneman, given just how much the cloud-gaming industry is going to shake things up. However, the relationship between customer and company is still going to be the constant in terms of value. Those who own this relationship, whether they be big developer or small, will be poised to set the tone of the future of the games industry.
What Needs to Happen to Make Cloud Gaming Attractive for Consumers?
Nothing, declares Matt Carroll, consumers are already right where they need to be in order for cloud gaming to flourish. Prime example is the way consumers shifted from primarily physically renting a movie from a real-world location or mail order to using services like Netflix. The only obstacle now is content, with the attractiveness factor projected to increase as new content is made available to stream.
The industry leaders have spoken! Want to hear everything these professionals have to say about this exciting time? Check out Cloud Gaming Europe 2014, and attend the full seminars presented by these top names in cloud gaming technology.
By Joe Pellicone