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3.5 Billion ‘Gamers’ Globally by 2024, but Cloud Gaming Must Evaluate Business Models in Order to Survive

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Report by ABI Research and InterDigital confirms cloud gaming providers should favor subscription-based pricing models to take advantage of market potential
A new report from ABI Research has found almost half of the expected population in 2024 will be gamers. To take advantage of this huge market potential, telecommunications companies, internet service providers (ISPs), and original equipment manufacturers (OEMs) must evaluate different business models to determine whether the service will succeed or fail.
Commissioned by InterDigital, the report “Cloud gaming: Enabling a next generation gaming and streaming paradigm” states that the video gaming market is now among the largest entertainment industries in the world. Currently, more than 2.3 billion individuals play video games, and the number of gamers is expected to grow substantially over the next four years to more than 3.5 billion gamers by 2024. The Asia-Pacific region represents the largest gaming base with 51% of the worldwide total. The Americas, at roughly 20% of the player base, represent the second largest revenue opportunity.
The report suggests that for cloud gaming operators to capitalize on this growing industry, they must evaluate their business models while the market is in the early stages of its life cycle. Over-the top media services, like online video streaming, offer the most pragmatic and consumer-friendly option thanks to monthly, quarterly, or annual subscription plans. Consumers favor unlimited subscription plans over time-based payment plans, even if they end up paying more than what they would on a usage payment plan.
Subscription models are also intended to shape user behavior. A parallel can be drawn with mobile data, where caps were implemented to increase revenue, but also to dictate usage. While usage-based fees are less popular, they could prove to be the optimal strategy for market players in early cloud gaming days, especially when it might be challenging to convert the core gaming audience from gaming PCs and consoles.
Furthermore, the future of cloud gaming doesn’t solely lie in traditional video games. According to the report, there are increasing opportunities for market players to add gaming elements to non-gaming activities and content. Gamification can increase flexibility in delivery and consumption, opening new use cases and applications, such as within workplace collaboration tools and fitness applications. Augmented Reality (AR) and Virtual Reality (VR) also have inherent synergy with gaming and, more specifically, with cloud gaming.
“The cloud gaming market is rapidly growing, and it’s clear those who act now will capitalize on this opportunity. But these players need to act fast if they want to take advantage of everything this exciting market has to offer,” said Laurent Depersin, R&I Senior Lab Director at InterDigital. “As developments in 5G and Wi-Fi penetrate the mainstream, enabling more products and services to become gamified, we’ll see Gaming-as-a-Service (GaaS) really come to life—pulling in new gamers, and encouraging existing ones to make the transition to the cloud, thanks to its user friendly business model. For cloud gaming and GaaS to succeed, players need to ensure they deliver both the right business model and the right user experience to drive mainstream adoption.”
To access the full report ‘Cloud gaming: Enabling a next generation gaming and streaming paradigm’ please click here.
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: 3.5 Billion ‘Gamers’ Globally by 2024, but Cloud Gaming Must Evaluate Business Models in Order to Survive
Latest News
Tom Horn Gaming Unwraps a Frosty Treat with Santa Yetti
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This December, Tom Horn Gaming invites players to the snowy mountain peaks in its new release, Santa Yetti, a playful holiday adventure where the jolly king of the mountains swaps his sleigh for snow boots to deliver frosty fortunes and festive fun.
Santa Yetti brings a flurry of excitement to the reels with Expanding Wilds, Multipliers, Respins, and the Respin Booster feature.
The Snowman is a Wild symbol. When it lands on any of the three reels, it expands and triggers a single respin. During the respin, seven win lines transform into twenty-seven ways to win, piling up prizes like Christmas presents. When all three reels are fully stacked with the same symbol, the total win is multiplied by ten, creating a snowstorm of rewards.
Players can also activate the Respin Booster, which increases their total bet by 1.5x and boosts the chance of triggering a respin by 300%. The feature remains active until manually switched off, giving players full control over their gameplay. For those feeling extra lucky, the Star Gamble Ladder appears after every base game win, allowing them to gamble their winnings by guessing the next star’s colour – pink or blue. Each correct guess doubles the prize and pushes the player up one level. The Golden Star can randomly appear at levels two to five to double the win instantly, no guess required.
“Santa Yeti brings together everything players love about Tom Horn games – fun, engaging mechanics, and a great story to match. It’s festive, it’s fresh, and it’s packed with features that keep the excitement rolling. We wanted to end the year on a high note, and Santa Yetti does exactly that with humour, charm, and plenty of win potential,” said Ondrej Lapides, CEO at Tom Horn Gaming.
Blending simple yet fast-paced gameplay with dynamic mechanics, Santa Yetti offers short, mobile-optimised sessions that are sure to delight both casual spinners and seasoned players. Its engaging format and rewarding features make it a perfect choice for operators looking to boost engagement during the high-traffic festive season. With its playful theme, quirky light-hearted style, and generous win potential, Santa Yetti is set to make this Christmas truly santastic.
The post Tom Horn Gaming Unwraps a Frosty Treat with Santa Yetti appeared first on European Gaming Industry News.
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Ygam appoints Emily Tofield as new Chief Executive
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Emily Tofield has been the appointed as the new Chief Executive Officer of Ygam, the UK’s leading charity dedicated to preventing gaming and gambling harms among children and young people. She will officially join the charity on the 6 January 2026.
Emily joins the charity following a 20-year career in leadership roles across UK government, local government, higher education and research, the media, and the not-for-profit sector. Her previous roles include posts in the Cabinet Office, the Ministry of Justice, the Department for Environment, Food & Rural Affairs, the University of Sussex, and at the City of London Corporation. With a distinguished breadth of expertise in strategic communications, she is recognised as a leading adviser across strategy, corporate affairs, reputation, marketing, policy, and fundraising.
Emily is an experienced non-executive, currently serving on the board of the Kent homelessness charity, Porchlight. She is Chair Designate of the Girls’ Learning Trust (GLT), the largest all-girls state multi-academy trust in the UK and was recently appointed to the Board of the British Dietetic Association (BDA).
Mike Wojcik, Chair of Ygam, said: “I’m delighted to welcome Emily to Ygam following a highly competitive recruitment process. Her depth of experience and proven leadership across stakeholder and political engagement, and social impact, will be instrumental as we enter our next strategic cycle. Emily joins an exceptionally strong leadership team, and this appointment marks an important new chapter for Ygam as we continue to strengthen our position as a trusted expert voice and sector leader dedicated to preventing gaming, gambling, and digital harms among young people.”
Emily Tofield, Incoming Chief Executive of Ygam, said: “Ygam has reached record numbers of young people as part of its critical mission to protect children and young people from gaming and gambling harms and to help safeguard their digital futures. As a passionate advocate for the benefits of prevention, it is a huge privilege to take on the role of Chief Executive of such a respected national education and prevention charity whose work already makes a difference to so many. High-quality, inclusive, evidence-based, preventative education around gaming and gambling harms remains as important today as when Ygam was founded, and I’m looking forward to working with the impressive Ygam team to further grow its reach, partnerships and impact in the years ahead.”
The post Ygam appoints Emily Tofield as new Chief Executive appeared first on European Gaming Industry News.
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ZEAL and bet-at-home launch joint gaming initiative
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- bet-at-home integrates ZEAL Instant Games titles into its German website
- First selection of ZEAL slots now available
- Partnership boosts reach, portfolio strength, and growth for both companies
ZEAL Instant Games, a brand of the ZEAL Group and a provider of online games, announces a new strategic partnership with online gaming operator bet-at-home. As part of the collaboration, bet-at-home seamlessly integrates the growing portfolio of ZEAL slots into its website. The first titles are already available to customers on bet-at-home.de.
Stronger together: Premium content meets established brand presence
Both partners stand to benefit from the collaboration: While bet-at-home expands its portfolio offering with ZEAL titles – enhancing its appeal and reach within the online games segment – ZEAL Instant Games gains another prominent partner whose market presence accelerates the brand’s dynamic growth and enables access to a broader user base.
In addition to best-selling ZEAL titles such as “The Bookmaker”, “Crime Scene”, “Vegas Blaze“, and other premium slots, the portfolio will continue to grow steadily in the coming months.
Shared perspectives
“Our mission is to make innovative, high-quality games accessible to the widest possible audience,” says Alex Green, Vice President Games at ZEAL. “With bet-at-home, we are gaining a partner that has held a strong position in the market for many years. This collaboration opens up new opportunities for expanding our reach and underscores the enormous potential of our growing games portfolio.”
From bet-at-home’s side: “We are delighted to have ZEAL Instant Games as a partner known for quality, creativity, and reliable performance,” says Claus Retschitzegger, CEO, bet-at-home. “The new ZEAL titles are a great addition to our offering and provide our customers with exciting and varied gaming experiences. This partnership is an important element of our growth strategy.”
The post ZEAL and bet-at-home launch joint gaming initiative appeared first on European Gaming Industry News.
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