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INDUSTRIES
&
MARKETSVideo
Games:
market
data&
analysisMarket
Insightsreport2023Table
of
ContentsOverviewAppendixSummary567ProductOverviewAuthor3233MarketDefinitionKeyTakeawaysMarket
NumbersRevenue
by
MarketAverageRevenue
per
UserUsers912151819202529CompanyrevenuesPenetration
rateKeyplayersDeepdiveStart-upanalysis2MARKET
INSIGHTSThis
report
is
part
ofour
Market
Insights
productGainabetterunderstandingofmarketsacross190+
geographicalentities
–
onaglobal,
regional,country,
and/orstatelevel.
Accessourdatavia
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industrialsector,mobility,andtechnology•
1,000+
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e.g.,
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KPIs,
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Market
Insightscom/outlook/3CHAPTER
1OverviewVideo
Games
market
poised
for
robust
growthdriven
by
next-gen
consoles,mobile
gaming,
Esports,
and
AI
integrationOverview:
SummarySummaryThevideo
gamesmarket
isexperiencing
adynamiclandscapedriven
byseveralnoteworthy
trends.
Firstly,therise
ofmobile
gamingcontinuestoshapetheindustry,with
smartphones
andtabletsbecoming
increasingly
powerful
platformsforgaming
experiences.
Thisaccessibility
hasattracted
abroader
audience,resulting
inhigherengagement
and
revenue
generation.
Secondly,
theemergence
of
cloudgaming
hasdisruptedthetraditionalconsole
and
PCgamingmodel.
Streaming
services
allow
players
toaccess
high-qualitygameson
variousdevices
without
theneed
forexpensive
hardware,
furtherexpandingthemarket'sreach.
Lastly,the
growing
popularityof
Esportsandcompetitive
gaminghastransformed
gaminginto
aspectator
sport,with
professional
tournamentsattractingmassive
viewership
and
lucrative
sponsorship
deals.Additionally,theincreasing
penetration
of
internet
connectivity
and
theadoptionof
5G
networks
will
enablesmoother
online
multiplayer
experiences
andfuelthegrowth
of
social
gaming.Furthermore,
the
expansion
ofgaming
markets
inemerging
economies,
coupled
with
therising
disposableincomes
of
consumers,presents
significantgrowth
opportunities
forgamedevelopers
and
publishers.Thevideo
gamesmarket
isprojected
towitness
robust
growth
intheforeseeablefuture.
Theindustryis
expected
tomaintain
asteady
compound
annual
growthrate(CAGR)from
2023
to
2027.
Themarket's
expansion
will
bedriven
byfactorssuchastherelease
of
highlyanticipatednext-generation
consoles,
thecontinualgrowth
of
themobile
gaming
sector,
andtheincreasing
popularityof
Esports.Furthermore,
theintegration
of
artificialintelligence
(AI)
andmachinelearning(ML)
technologies
into
games
is
expected
tofuelthemarket's
growth.
However,theindustrywill
alsofacechallenges,
includingevolving
consumer
preferences,intense
competition,
andpotentialregulatory
measures.
Nonetheless,
overallmarket
sentiment
remains
positive,
withthevideo
gamesmarket
assured
forsustained
growth
andinnovation.Thevideo
gamesmarket
iswitnessing
remarkable
growth
inthecoming
years,driven
byseveral
key
factors.
Firstly,thecontinuousadvancements
intechnology,suchasvirtual
reality
(VR)
and
augmentedreality
(AR),are
expected
torevolutionize
thegaming
experience.
These
immersive
technologies
havethepotential
to
create
entirely
new
gaminggenres
and
attractawider
audience.5Sources:Market
Insights
2023Video
Games
is
an
important
part
of
the
Digital
Media
marketOverview:
Market
DefinitionMarket
definitionThevideo
gamesmarket
refers
tothe
entireindustryinvolved
inthe
creation,development,
publishing,
distribution,andmonetization
of
video
games.
Thismarket
encompasses
awide
rangeofproducts,includingconsole
games,
PCgames,
mobile
games,
andonlinegames.
Italsoincludeshardware
andaccessories
suchasgamingconsoles,
controllers,
andvirtualreality
headsets.
Thegames
market
isarapidlygrowing
industry,withmillions
of
people
worldwideplayingvideo
gamesandbillionsofdollars
inrevenue
generated
each
year.Market
numbers
fordownload
games,
mobile
games,
onlinegames
and
gamingnetworks
canalsobefoundinthe
digitalmarket
insightsinthe
video
gamesmarket.Key
players
inthe
market
arecompanies
likeActivision
(CallofDuty),PUBGMobile
or
GeForce
NowThegames
market
containsoutof
several
different
markets,
suchasOnlineGames,
Mobile
Games
or
CloudGaming.
Information
onalltheother
marketscanbefoundontherelevant
slides.Themarket
comprises
revenues,
users,
average
revenue
peruser,
andpenetration
rates.
Revenues
aregenerated
throughin-game
purchases,consumer
spendingon
games,
and
subscriptionfees.
Additionaldefinitionsforeach
market
canbefound
within
the
respective
market
pages.6Sources:Market
Insights
2023Video
Games
accounted
for
61.32%
of
the
Digital
Media
market
revenuein
2023Overview:
Key
Takeaways
and
inscope
/outof
scopeKeyTakeawaysInscopeOutof
scopeRevenue
intheVideo
Games
market
isprojected
toreach
US$384.90bn
in2023.Thissegment
includes:Thissegment
excludes:Revenue
isexpected
toshow
anannualgrowth
rate(CAGR2023-2027)
of
7.89%,resultinginaprojected
market
volume
of
US$521.60bn
by2027.•Fee-based
video
games
distributedover
theInternet•Physicalvideo
gamesalesInthe
Video
Games
market,
the
numberof
users
isexpected
to
amount
to
3.10bnusers
by2027.•Demo/trial-versions•Downloads
offullversions
forgamingconsoles
or
PCsUser
penetration
will
be
35.2%
in2023
and
isexpected
tohit39.0%
by2027.Thelargest
market
isMobile
Games
with
amarket
volume
ofUS$286.50bn
in2023.•Mobile
games
forsmartphones
andtablets(paidapp
downloads
or
in-app-purchases)Inglobalcomparison,
most
revenue
will
begenerated
inChina(US$109.2bn
in2023).•Free-to-play
online/browser
games(subscription-based
or
including
in-game
purchases)Theaverage
revenue
per
user(ARPU)intheVideo
Games
market
isprojected
toamount
to
US$142.50
in2023.•Gamingnetworks7Sources:Market
Insights
2023Video
Games
revenue
are
estimated
to
increase
at
a
CAGR(1)
of
12.8%
from2017
to
2027Market
Size:
Globalrevenue
forecast
inbillionUS$521.646.1492.519.116.624.131.023.417.425.432.6463.0
14.715.310.913.721.528.0+12.8%(1)429.835.98.0384.932.522.85.99.718.223.811.720.026.142.74.98.118.523.8335.539.329.5314.629.73.96.717.021.3256.122.82.95.815.017.529.5213.621.12.45.214.115.52.14.814.8
13.513.9182.217.8376.72027156.7359.0341.5319.9286.6248.4229.8184.3151.4127.2107.72017201820192020202120222023202420252026Mobile
GamesIn-game
AdvertisingOnlineGamesDownload
GamesGames
LiveStreamingOther8Notes:(1)
CAGR:
Compound
Annual
GrowthRateMarket
Insights
2023Sources:With
revenue
of
222.5billion
US$,
Asia
is
the
biggest
market
among
selectedregions,
in
2023Market
Size:
Regional
Comparison
(1/2)revenue
forecast
inbillionUS$+7.8%(1)300.4222.5+7.9%(1)143.5+8.2%(1)106.0+8.8%(1)+8.6%(1)65.047.34.05.64.46.120232027202320272023
2027Americas2023202720232027EuropeAfricaAsiaAustralia9Notes:(1)
CAGR:
Compound
Annual
GrowthRateMarket
Insights
2023Sources:With
revenue
of
109.2billion
US$,
China
is
the
biggest
market
among
selectedcountries,
in
2023Market
Size:
Regional
Comparison
(2/2)revenue
forecast
inbillionUS$+8.1%(1)+7.8%(1)148.8+7.2%(1)124.7109.2202397.292.373.6+7.8%(1)+7.6%(1)12.811.29.58.3202720232027202320272023202720232027ChinaUnited
StatesUnited
KingdomGermanyJapan10
Notes:Sources:(1)
CAGR:
Compound
Annual
GrowthRateMarket
Insights
2023Video
Games
arpu(1)
are
estimated
to
increase
from
2017
to
2027Market
Size:
Globalarpu(1)
forecast
inUS$160.00160.00160.00160150.00150.00140.00140130.00120110.00110.00100.00100
90.00806040.0030.0020.0040.0030.0020.004030.0020.0010.0030.0020.0010.0030.0020.0030.0020.0030.0020.0030.0020.0030.0020.0020.0020.0010.0020.0020.0020010.0020172018201920202021202220232024202520262027Mobile
GamesGaming
NetworksOnlineGamesDownload
GamesCloudGamingOther(2)11
Notes:Sources:(1)
average
revenue
per
user(2)
In-game
Advertising,
GamesLiveStreamingMarket
Insights
2023Australia
has
the
biggestmarket
in
Video
Games
arpu(1)
in
2027Market
Size:
Regional
Comparison
(1/2)arpu(1)
forecast
inUS$700610.00280.00590.00270.006005004003002001000560.00530.00240.00490.00230.00450.00380.00320.00150.00310.00280.00260.00250.00110.0080.00100.0010.00210.00150.00190.00170.00180.00110.00180.00170.00170.00160.00160.00150.00120.0090.00100.00150.00100.00150.00140.00100.00130.0010.00120.0010.00110.0010.00110.0010.0010.0010.0010.00202410.00202510.00202610.002027201720182019202020212022Asia2023AfricaAmericasAustraliaEurope12
Notes:Sources:(1)
average
revenue
per
userMarket
Insights
2023With
arpu(1)
of
980
US$,
Japan
is
the
biggestmarket
among
selected
countries,in
2023Market
Size:
Regional
Comparison
(2/2)arpu(1)
forecast
inUS$1,180.001,140.001,2001,00080060040020001,100.001,040.00980.00890.00750.00640.00310.00620.00300.00610.00600.00600.00290.00560.00270.00540.00530.00250.00480.00240.00470.00220.00410.00200.00330.00160.00150.00110.002020China310.00150.00260.00130.00260.00180.00250.00170.00240.00160.00230.00160.00210.00140.00200.00130.00110.00120.0090.00170.00130.00150.00140.00100.00100.002017201820192021Germany2022Japan2023UnitedKingdom2024UnitedStates20252026202713
Notes:Sources:(1)
average
revenue
per
userMarket
Insights
2023Video
Games
users
are
estimated
to
increase
from2017
to
2027,
with
mobilegaming
having
the
highest
number
of
users
by
2027
with
2.32bnMarket
Size:
Globalusers
forecast
inbillion2.52.01.51.00.50.02.321.652.241.572.162.071.931.831.751.171.651.461.281.381.321.261.171.331.251.221.151.131.301.231.280.971.221.100.821.180.921.161.021.030.841.201.070.980.740.540.680.660.520.590.480.490.460.400.290.180.100.060.040.070.040.050.140.150.1520270.120.1320240.100.112021Games
LiveStreaming0.110.080.082019Mobile
Games201720182020Download
Games20222023OnlineGames2025CloudGaming2026Other(1)14
Notes:Sources:(1)
In-game
Advertising,
GamesLive
StreamingMarket
Insights
2023Asia
has
the
biggest
market
in
Video
Games
users
in
2027,
after
increasing
againin
2022
due
to
eased
regulations
in
ChinaMarket
Size:
Regional
Comparison
(1/2)users
forecast
inbillion1.771.721.81.61.41.21.00.80.60.40.20.01.681.641.551.521.461.411.201.091.000.340.260.140.010.520.460.500.430.480.390.490.410.450.440.330.460.360.430.320.370.280.210.010.350.270.330.310.350.0120270.330.010.340.010.310.010.320.010.270.010.280.010.170.010.01201720182019202020212022Asia2023202420252026AfricaAmericasAustraliaEurope15Sources:Market
Insights
2023With
users
of
760
million,
China
is
the
biggest
market
amongselected
countries,in
2023Market
Size:
Regional
Comparison
(2/2)usersforecast
inmillion900800700600500400300840830820800780760740710650600560190801908019080180801808018080170804017070200
1507015070150701005050505040404040403030402026402027302018302019302020China302021Germany302022Japan30303002017202320242025UnitedKingdomUnitedStates16Sources:Market
Insights
2023Revenues
of
the
top
companies
in
the
Video
Games
market
(worldwide
&consolidated)FurtherMarket
AnalysisCompany
revenues
inbillionCompany20172018201920202021Activision
BlizzardBandaiNamcoElectronic
ArtsMicrosoft7.026.055.1589.959.412.8976.171.7937.87.56.636.496.648.096.948.84.955.545.63110.3610.873125.8412143.0116.472.6168.1NintendoSegaSammySony3.3679.132.6775.813.0984.283.37Take-Two
Interactive
SoftwareTencent48.2356.4674.5417Sources:Market
Insights
2023Penetration
rate
for
Video
Games
is
especial
high
in
the
United
Kingdom
butalso
in
JapanPenetration
Rate:
Worldwide
ComparisonVideoGamespenetration
rate
percountryin2023
in%1.2.3.4.5.UnitedKingdomJapan0.650.600.580.570.56South
KoreaSwedenMexicolowhigh
nodata18Sources:Market
Insights
2023Inthe
U.S.,
Microsoft
dominated
the
Gaming
Networks
market
in
2021Key
playerlandscape:
Gaming
Networks
intheU.S.Estimated
marketshare
for
Gaming
Networks
brandsin
theU.S.
in2021MicrosoftSony19
Notes:Sources:The
chartabove
shows
the
market
shares
forthe
mostrelevantbrands
in
the
selected
market
(100%).
Sharesarecalculated
with
revenue
data.
Values
arerounded
to
the
nearest5%mark.OverviewsforFrance,Spain,
andItaly
can
be
found
in
the
appendix.Market
Insights
2023,
based
oncompany
dataInChina,
due
to
Microsoft
offering
its
services
for
free
and
Nintendo’s
absence,PlayStation
is
the
market
leaderKey
playerlandscape:
Gaming
Networks
inChinaEstimated
marketshare
for
Gaming
Networks
brandsin
Chinain2021AfterbeingbannedbytheChinesegovernment
between
theyears
2000
and
2015,theChinese
market
forvideo
gameconsoles
hasexperienced
anexplosive
growthSonywhich
isnow
already
slowing
down
dueto
anincreasing
saturationof
consumers’demand
forconsoles.Withthecomeback
of
consoles,
theChinesemarket
alsoopened
forgames-relatedonlineservices
likeGaming
Networks.
Microsoft
and
Sony
quicklymadetheirservices
available
to
gamers.Microsoft
presents
anexception
asthecompany
is
providingitsservice
XboxLiveGold
completely
forfree.
However,
the
service
inChina
is
limited
asgamers
canplayonlinebutdonot
benefit
fromadditionalcontent
likefree
gamesor
purchasediscounts.
Nintendo’sonline
service
NintendoSwitch
Onlineisnot
yetavailableinChina
as
thecompany
is
currently
only
planning
tolaunch
itslatestvideo
gameconsole
inthelocal
market.
Sony
ischarging
users
foraccessing
itsservicePlayStationPlusinChina,
thusmakingthecompany
theGaming
Networks
market’sonly
competitive
bigplayerintheregion
and
themarket
leader.20
Notes:Sources:The
chartabove
shows
the
market
shares
forthe
mostrelevantbrands
in
the
selected
market
(100%).
Sharesarecalculated
with
revenue
data.
Values
arerounded
to
the
nearest5%mark.OverviewsforFrance,Spain,
andItaly
can
be
found
in
the
appendix.Market
Insights
2023,
based
oncompany
dataInJapan,
Sony
dominated
the
Gaming
Networks
market
in
2021Key
playerlandscape:
Gaming
Networks
inJapanEstimated
marketshare
for
Gaming
Networks
brandsin
Chinain2021SonyMicrosoft21
Notes:Sources:The
chartabove
shows
the
market
shares
forthe
mostrelevantbrands
in
the
selected
market
(100%).
Sharesarecalculated
with
revenue
data.
Values
arerounded
to
the
nearest5%mark.OverviewsforFrance,Spain,
andItaly
can
be
found
in
the
appendix.Market
Insights
2023,
based
oncompany
dataInGermany
and
the
UK,
Microsoft
and
Sony
competed
head-to-head
forleadership
in
2021Key
playerlandscape:
Gaming
Networks
inGermany
and
theUKEstimated
marketshare
for
Gaming
Networks
brandsin
Germany
andtheUKin2021MicrosoftSony22
Notes:Sources:The
chartabove
shows
the
market
shares
forthe
mostrelevantbrands
in
the
selected
market
(100%).
Sharesarecalculated
with
revenue
data.
Values
arerounded
to
the
nearest5%mark.OverviewsforFrance,Spain,
andItaly
can
be
found
in
the
appendix.Market
Insights
2023,
based
oncompany
dataNintendo
changed
its
strategy
to
become
competitive
in
the
Mobile
GamesmarketCompany
profiles:
NintendoNintendokey
factsAvailabilityof
Nintendo
eShop
in89
countriesRevenue:
US$14,011
million(2022)Net
income:
US$2,395
million(2021)Founded:
1889CAGR(1):
-12.4%
(2021
to
2022)Nintendo
Switchssold:
11.08
millionHeadquarters:
Kyoto,
JapanProduct:
Nintendo
eShopNintendo’sdigital
strategyIn2011,
Nintendolauncheditslatest
digital
distribution
service
called
NintendoNintendo’s
long-standingpolicy
was
nottorelease
theirown
content
on
thirdpartyeShop.
Initiallyonly
availableon
the
Nintendo3DS,
the
eShop
cannow
beaccessed
platformsbutononly
theirproprietary
console
throughtheirdistributionserviceon
the
Wii
Uaswell
ason
the
Switch,enabling
users
todownload
fee-based
games,
called
NintendoeShop.
Thispolicy
didnot
allow
themto
participateinthe
hugeandfree
demo
versions,
andapps
like
YouTube.
Furthermore,
the
eShop
featuresinformation
on(upcoming)
games
and
lets
customers
givefeedback
byratingspecifictitles.
Recently,
Nintendoannounced
thatthe
eShop’s
Switch
library
nowoffers
more
than
1,000
games.fast-growing
field
ofMobile
Games.
After
net
saleshaddecreased
from
2015
to2016
byalmost
10%,
Nintendorefrained
from
theirplatform-reliant
approach
andannounced
theirfirsthome-developed
mobile
game.
Thiswas
the
firststeptowards
monetizing
theirhugeintellectual
property
inthefieldof
Mobile
Games,beitastheirown
gamesor
asfranchises
incooperation
with
developers23
Notes:(1)
CAGR:
Compound
Annual
GrowthRateSources:
Company
InformationAmazon
dominates
in
the
U.S.,
and
Playstation
in
the
UK,
while
Tencent
standsout
in
China
and
Steam
in
GermanyDeep
dives:
top
5DigitalVideo
Games
providers
forselected
countries
(1/2)Online
purchaseofvideogames
inthepast12
monthsin%37393733PlayStationSteam34343232GameStopPlayStationPlayStation33272831SteamXbox25262627Steam2221China2314SteamU.S.UKGermany24
Notes:Sources:"Where
have
youspent
money
ononline
digital
video
games
in
the
past12
months
(downloads,
in-app
purchases,
subscriptions)?“;
Multi
Pick;U.S.:
n=30,305;
China:
n=15,704;
Germany:n=15,661;
UK:n=12,563Company
Insights,
asofMarch2021PlayStation
has
a
high
user
share
inFrance,
while
Amazon
dominates
in
Italy
andGame
has
the
biggest
share
in
Spain
together
with
PlayStationDeep
dives:
top
5DigitalVideo
Games
providers
forselected
countries
(2/2)Online
purchaseofvideogames
by
providerinthepast12
monthsin%39393838PlayStationSteam2835PlayStationGameStopPlayStation263333172421Nintendo16France19Italy19SpainSteamSteam25
Notes:Sources:"Where
have
youspent
money
ononline
video
games
in
the
past12
months
(downloads,
in-app
purchases,
subscriptions)?“;
Multi
Pick;France:n=12,556;
Spain:
n=12,564;
Italy:
n=12,564Company
Insights,
asofMarch2021The
smartphone
dominates
as
a
gaming
platform
while
mobile
consolesstruggleDeep
dives:
usageof
devices
forplayingvideo
gamesUsage
sharesin2021
in%8073%40%706054%52%51%32%50%50403045%33%43%36%35%32%33%30%29%30%23%26%34%18%33%20%27%20%20
25%24%18%20%13%17%17%16%10013%12%SmartphoneGermanyPC/laptopStationary
consoleUKTabletFranceMobile
consoleU.S.ChinaSpainItaly26
Notes:Sources:(1)
Forinstance,
PlayStation
4orXbox
One
(2)
Forinstance,
Nintendo
3DS"Which
ofthese
devices
do
youregularlyuse
to
play
video
games?“;Multi
Pick;U.S.:
n=30,305;
China:
n=15,704;
Germany:n=15,661;
UK:n=12,563;
France:n=12,556;
Spain:
n=12,564;
Italy:
n=12,564Company
Insights,
asofMarch2021Cloud
gaming
giveshigh-end
gaming
experience
without
the
need
for
expensivehardwareDeep
dives:
cloud
gamingCloudgaming,alsocalledGaming-as-a-Service
(GaaS)or
Gaming-on-Demand
(GoD),describes
the
idea
of
playing
fullvideo
games
running
on
remote
PCsforamonthlyor
hourly
fee.
SuchPCsarerunbycloud
gamingproviders
andlocated
inspeciallydesigned
data
centers.
ThePCs’configuration
often
assembles
high-endperformance
components
forusers
tobeabletoenjoy
africtionless
andseamlessgamingexperience
asonly
video
signalsand
user
input
are
shared
between
clientdevice
andremote
PC.Cloudgaming
offers
twomajor
advantages:
First,forplaying
high-end
video
gamesnoexpensive
hardware
is
needed
asthe
execution
ofgames
(neither
now
or
inthefutureduetoregularupgradesof
remote
PCsbyproviders)
takesplaceondedicated
PCs.Second,
users
canenjoy
theirvideo
games
onalmost
anydevicesupported
bythespecificservice
viaproprietary
apps,which
makes
gaminglessdependent
on
location
andsituation.Sofar,obstacles
regarding
technicallimitationsandusability
seemed
toberesponsible
for
preventing
abigcommercialsuccess
of
cloudgaming
providers.
For
instance,the
limited
rangeofplayablegames
or
supported
devices
was
asubstantialdownside
formany
gamers.Furthermore,
cloud
gamingrequires
afastand
stablebroadbandinternetconnection
toreduce
video
compression
and
latency.27Sources:
cloudwards,
techcrunchCloud
gaming
relies
heavily
on
a
fast
and
stable
broadband
internet
connectionDeep
dives:
how
cloud
gamingworksOntheuser’ssideclientdevices
need
tobeconnected
to
afastandstableOntheprovider’ssidededicateddatacenters
consisting
of
high-endPCsarebroadbandinternet
connection
and
need
to
runtheproprietary
appsdeveloped
by
runningthe
video
games
selected
byusers.
Therendered
visualsaredirectlythe
provider.
Users
then
receive
thevideo
signalstreamed
bythe
assigned
remotePCrunning
theselected
videogame.
Inreturn,the
users’
inputs
aredirectlytransmitted
tothe
remote
PCs.streamed
to
theuser’s
client
device
which
simultaneously
controls
theremote
PCsbytransmittinginputs.
Here,
afastand
stablebroadbandinternet
connection
isrequired
as
well.InputClient
devicesRemote
PCsVideo
signal28Sources:
techcrunch,
ArsTechnicaRemoteMyApp
is
growing
its
business
through
partnershipStart-upanalysis:
RemoteMyAppOverviewAnalysisThePolish
start-upRemoteMyApp
isdelivering
bothB2C
and
B2B
cloudgamingIs
theproductrare?
RemoteMyApp
facesintense
competition
bytech
giantslikesolutions.
RemoteMyApp
was
foundedin2014
with
supportfrom
TarHeel
CapitalGoogle
Stadia,Microsoft
xCloud,NvidiaGeForce
Now,
andShadow.
However,
withPathfinder.In2016
itreceived
additionalinvestment
from
MCICapital.
And
in2020,
aunique
focuson
B2B
cloudgaming
solutionsanddemand
fromcompanies
toDeutsche
Telekom
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