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How is streaming taking the video games industry to the next level?
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2019 is looking to be an interesting year for gaming streaming development. There are a lot of power players looking ahead to the future – reports surfacing about Microsoft’s xCloud streaming service, AMD bringing game streaming to phones with Radeon Adrenalin, and Google’s Project Stream (which is giving away copies of Assassin’s Creed Odyssey simply for testing the service).
What will streaming do for the industry?
There are numerous advantages of cloud-based game streaming over traditional installation methods. For starters, games have grown massively in size – AAA titles are hovering between 50 – 80 GB lately, just for initial installation.
Updates can increase that, or when huge game files need to be replaced, patch downloads can be the size of entire games from just a few years ago. Bethesda, for example, released a 47GB patch for Fallout 76.
Game streaming also addresses imbalance in the hardware market. Running the latest AAA titles at their full graphical glory can often require extremely powerful computers, which can exceed $1,000 easily for high-end hardware. Bitcoin mining sent GPU prices through the roof as miners bought up some of the best cards, creating unavailability in the market – thankfully, the market has recovered a bit from that particular fiasco.
In any case, game streaming allows gamers to save considerable hard drive space, not waste time downloading humongous game files and patches, and perhaps most importantly, it allows budget gamers to stream titles in the best graphics configuration possible.
Google’s Stream platform, for example, is reportedly able to stream Assassin’s Creed Odyssey at 60FPS in 1080p resolution, which is quite impressive.
Cross-platform compatibility in the works?
While we’re speculating, it’s also entirely possible that cloud-streaming will bridge the gap between console and PC gamers, allowing for cross-platform compatibility. It seems logical that if the cloud-services are delivering games through some kind of browser client, instead of a native desktop client, console users will be able to point their browsers to the cloud service.
That is pure speculation, of course, and will be highly dependent on the console developers. Currently, Google Stream is being developed for the Chrome browser, which is definitely not available on Sony’s PS4, and Microsoft’s Xbox One uses a version of the Edge browser. So, we probably won’t see cross-platform gaming over the cloud right out of the gate, but it’s certainly a possibility if certain agreements are made.
If game streaming clients are developed to work regardless of the browser being used, it could be feasible, similar to the browser game industry. In fact, numerous HTML5 games are already compatible with console browsers, and some of those games even have gamepad support. You could theoretically point your console browser to Tanki or Fireboy and Watergirl, or some other multiplayer browser game, alongside PC users.
How will streaming impact the gamers?
What does this bode for the consumers, and not just the industry? For starters, it might affect the hardware market, as less people will need to purchase high-end gaming machines. Of course, the cloud companies will still need to invest in extremely high-end server hardware – although Google has reportedly built theirs in-house, in connection to the Yeti project (reportedly a streaming-based console).
Cloud-based game streaming could also help the current problem of so many DRM-based services. Currently there exists Steam, EA’s Origin, Ubisoft’s UPlay, Battle.net, and others. While its doubtful that the DRM platforms will go away, at least gamers won’t have a handful of client platforms installed on their computers.
One current drawback is that the cloud-based providers are having difficulty finding a fair balance in subscription prices. Gamers are notorious for impulse-purchasing games, especially during Steam sales. It’s a popular joke that gamers spend more time purchasing games in Steam than playing the games. Thus, offering subscriptions to access particular titles may not be the best route.
Its possible that the cloud-based providers could allow downloading games (after purchase) to your account, and then have you pay a subscription for the cloud service itself – of course, this ramps the cost of gaming up a bit, even with the savings on hardware. Gamers would be paying a monthly service to stream games they’ve already purchased – which of course, is very similar to how subscription-based MMORPGs used to operate.
In any case, video game streaming is going to be a potentially immensely lucrative market, as evidence by the huge interest from companies like Google and Microsoft. 2019 is going to be the year that significant headway into making it a reality, so we’ll be keeping our eyes peeled for development.
Written by: Katie Greene, who is a professional game developer with 5 years of experience in this field. VR obsessed and captured by an AI future.
Source: Latest News on European Gaming Media Network
This is a Syndicated News piece. Photo credits or photo sources can be found on the source article: How is streaming taking the video games industry to the next level?

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Esports World Cup 2025 Unveils Official Song of the Year and Full Opening Ceremony Line-up
Til My Fingers Bleed” featuring DINO of SEVENTEEN, Duckwrth, and Telle Smith to debut live alongside Post Malone, Alesso, and Tina Guo at the Opening Ceremony in Riyadh on 10 July
The Esports World Cup Foundation (EWCF) today announced the release of “Til My Fingers Bleed”, the official Song of the Year for Esports World Cup 2025, alongside the full artist line-up for the tournament’s Opening Ceremony. Taking place on 10 July in Riyadh, the ceremony will feature live performances from DINO of SEVENTEEN, Duckwrth, and Telle Smith of The Word Alive, as well as GRAMMY-nominated producer and electronic music sensation Alesso, virtuoso cellist Tina Guo, and global music icon Post Malone, who headlines the event.
“Til My Fingers Bleed” is a high-energy, cross-genre collaboration that fuses K-pop, hip-hop, and rock, capturing the emotion, ambition, and global spirit of the world’s largest esports event. DINO, genre-blending rapper Duckwrth, and metalcore frontman Telle Smith each bring deep ties to gaming culture, from major esports performances to in-game collaborations.
Their live debut of the track will help open a seven-week tournament that is redefining the role of gaming in mainstream culture. The song was written and produced by Alex Karlsson and T.Ma, known for their work with BTS, G.E.M. and ATEEZ, along with Jared Lee (Duckwrth), who wrote the track’s rap verse.
“At its heart, the Esports World Cup is a global celebration of community – where gaming, creativity, and culture converge on the world’s biggest stage,” said Mike McCabe, Chief Operating Officer, Esports World Cup Foundation. “EWC Music, our official song, and the Opening Ceremony help define the identity of the tournament. They reflect the spirit of shared passion and the connective power of music and esports, setting the tone for an unforgettable summer and celebrating how music can elevate competition and deepen fans’ emotional connection to the sport.”
Of the exciting new track, Telle Smith of The Word Alive commented ‘Gaming has been a part of my life for as long as music has, so getting to bring a genre bending song to a global stage like this feels surreal. I’m honored to share the moment in Riyadh with Duckwrth and Dino, I think fans all over the world will love “Til My Fingers Bleed”’.
“From day one, the Esports World Cup has been created as a global stage for gaming culture across all genres.”, said Ariel Horn, Executive Producer, Esports World Cup Foundation. “Each artist on ‘Til My Fingers Bleed’ brings a unique sound that connects with players, whether they’re into sports, fighting, or action games. We’re excited to see how players and fans pick this track up around the world and hope they will embrace it.”
Viranda Tantula, Executive Creative Director, EWC Music, added: “Music is a universal language, and this is something it shares with gaming. What inspires us at this intersection of music and esports is the opportunity to shape new sounds for a truly global audience. We’ve always been drawn to creative experimentation, and with “Til My Fingers Bleed’, we wanted the collision of genres and international artists to reflect the same global mix of games and players that defines the Esports World Cup. The whole team has poured their hearts into this project, and we hope the community, k-pop, hip-hop, and rock fans feel the energy in both the track and the show.”
Now available across all major streaming platforms, the song is accompanied by a cinematic visualiser on YouTube, and will be featured throughout EWC broadcasts, social content, and live performances throughout the seven-week event.
The release follows “Ascension (Alesso Remix)”, a reimagining of the Esports World Cup’s orchestral theme by Alesso, featuring acclaimed cellist Tina Guo. Both tracks are part of EWC Music, a long-term initiative launched in April 2025 to develop an original music identity for the tournament. The programme began with the recording of a four-track suite at Abbey Road Studios by award-winning composers 2WEI and Hollywood Scoring, and continues with global artist collaborations and live performances.
Through original scores, artist-led tracks, and live performances, EWC Music aims to elevate every moment of the Esports World Cup – from broadcast highlights to trophy lifts and stadium shows.
The Esports World Cup 2025 Opening Ceremony will be headlined by Post Malone. A nine-times diamond-certified artist and lifelong gamer, he has deep ties to the esports world – from streaming Warzone and PUBG to collaborating on in-game events, including his recent Apex Legends crossover. His exclusive performance at EWC 2025 will blend chart-topping sound with a tribute to gaming culture on the world’s biggest esports stage.
The official Song of the Year artists also bring strong music ties to gaming: Duckwrth’s “Start a Riot” featured on the Spider-Verse soundtrack, while The Word Alive’s “RISE” was the 2018 League of Legends Worlds anthem, now streamed over 300 million times.
The Esports World Cup 2025 will once again unite the global esports community in Riyadh, Saudi Arabia, bringing together over 2,000 elite players and 200 Clubs from more than 100 countries. Players will compete in 25 tournaments across 24 titles for a record-breaking $70+ million prize pool – the largest in esports history.
Tickets, including access to the Opening Ceremony, are now available at esportsworldcup.com.
To learn more about the Esports World Cup, visit esportsworldcup.com and follow the Esports World Cup Foundation on LinkedIn. Esports World Cup: Level Up, the five-part documentary directed by Emmy Award-winner R.J. Cutler, is now streaming exclusively on Prime Video.
The post Esports World Cup 2025 Unveils Official Song of the Year and Full Opening Ceremony Line-up appeared first on European Gaming Industry News.
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LGUs, state university get Php20-M emergency vehicles from PAGCOR
The Philippine Amusement and Gaming Corporation on Thursday, June 26, turned over ten Patient Transport Vehicles (PTVs) worth Php20 million to several local government units and a state university to enhance their emergency medical services.
During the turnover ceremony at the PAGCOR Corporate Office in Pasay City, six PTVs were awarded to the municipalities of Palanan, Quezon, San Isidro, Cabagan, San Mariano, and San Pablo, all in Isabela province.
The City of Parañaque, the municipalities of Tanauan in Batangas and Balabac in Palawan as well as the Mariano Marcos State University (MMSU) in Ilocos Norte also received one PTV unit each.
Each vehicle is fitted with a GPS navigation system and essential medical equipment such as an ambulance stretcher, oxygen tank, wheelchair, and first aid kit.
PAGCOR Chairman and CEO Alejandro H. Tengco joins officials from nine local government units and the Mariano Marcos State University for a photo opportunity during the turnover of 10 Patient Transport Vehicles (PTVs) last June 26, 2025.
PAGCOR Chairman and CEO Alejandro H. Tengco said the PTV distribution is part of the agency’s efforts to improve healthcare delivery and to enhance access to medical services especially in geographically isolated communities.
“We want to ensure that even remote areas have the means to respond to medical emergencies. This is part of PAGCOR’s commitment to reach communities that need government support the most,” Mr. Tengco said.
“‘Yan po ang hangad ng PAGCOR; salamat sa pagkakataong makatulong at makapaglingkod sa inyo,” Mr. Tengco told the PTV recipients during the turnover event.
PAGCOR Vice President for the Corporate Social Responsibility Group Ramon Stephen Villaflor (2nd from left) and Assistant Vice President for Community Relations and Services Eric Balcos (far left) hand over the ceremonial vehicle key to Atty. Christopher A. Mamauag (3rd from left), Mayor of Cabagan, Isabela.
Mayor Christopher A. Mamauag of Cabagan, Isabela – a town where travel to tertiary hospitals takes several hours – expressed gratitude for the assistance and said the vehicle will significantly boost the town’s emergency response capabilities.
“Kami po ay nagpapasalamat kay President Ferdinand Marcos Jr., at sa PAGCOR, sa pamumuno ni Chairman Alejandro Tengco, sa pagpapaunlak sa aming kahilingan na magkaroon ng Patient Transport Vehicle para sa aming mga kababayan sa bayan ng Cabagan.
“Malaking tulong po ito at gagamitin namin ito ng wasto,” he said.
Each patient transport vehicle donated by PAGCOR is equipped with a GPS navigation system, an ambulance stretcher with mounted restraining system, medical oxygen, a wheelchair, and a first aid kit.
The post LGUs, state university get Php20-M emergency vehicles from PAGCOR appeared first on European Gaming Industry News.
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Evolution Launches First Live Casino Studio in the Philippines
Evolution has announced that its first-ever live casino studio in Asia went live today.
Located in Cebu, the Philippines, the studio marks a significant milestone in Evolution’s Asia-Pacific expansion and serves the regulated Philippine online gaming market, which is the first licensed iGaming jurisdiction in Asia.
The new operation launches in partnership with One Visaya Gaming Corporation (OVG), an industry leading company which operates with strict adherence to PAGCOR’S (Philippines Amusement and Gaming Corporation) code of conduct. This collaboration allows Evolution to offer its trusted live casino content to operators licensed in the Philippines.
Evolution’s state-of-the-art live casino studio in Cebu will initially offer Baccarat tables. Lightning Roulette and other game shows — including Marble Race and the standout Super Color Game, designed especially for players in the Philippines — are due to launch later this year. This new studio marks a major step in Evolution’s commitment to delivering localised, fully compliant entertainment tailored to regional markets.
Gionata La Torre, Evolution’s Chief Executive Officer for Europe, said: “We’re proud to launch our first live casino studio in Asia in the Philippines and be part of its regulated online gaming market. This new studio is a major milestone in our long-term commitment to the region. Partnering with OVG allows us to deliver world-class live content tailored to local preferences through licensed operators.”
La Torre added: “With player favourites available from day one and more exciting titles on the way, our focus remains on quality, innovation, and localisation — the keys to building trust and lasting engagement in any market.”
For trade press and media enquiries, please contact:
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The post Evolution Launches First Live Casino Studio in the Philippines appeared first on European Gaming Industry News.
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