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Cloud Gaming Positioned for Strong Future Growth According to New Research From Clarivate

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More than four in five gamers who do not currently play cloud games say they will start cloud gaming in the next twelve months
Clarivate Plc , a global leader in providing trusted information and insights to accelerate the pace of innovation, today released a new market report on intellectual property and innovations for gaming businesses, supported by research on gaming trends in the U.K. and U.S. In its new report ‘Cowboys, combat and candy: cloud gaming through the lens of IP’ on levels of innovation and brand creation in the $146 billion gaming industry[1] as evidenced by patent, trademark and domain name activity, Clarivate explores the drivers of change both in terms of technical transformation and also the companies behind it.
“In a world that now sees video gaming as its favorite, or at least most lucrative, pastime, cloud gaming represents a huge leap forward,” said Jeff Roy, President, IP, Clarivate. “By using the behind-the-scenes power of patent, trademark and domain name data to see trends before they hit the market, we have the ability to imagine how this multi-billion-dollar creative industry will shift. Looking at the trends around intellectual property on the business side, we can see that cloud gaming is poised for huge growth over the next 12 months.”
The report looks at the dynamics and direction of the global online and cloud gaming market, analyzing the new commercial models in the gaming industry, how and where gamers are spending money and the potential growth of the industry over the next years.
Strong future growth
The research indicates that cloud gaming is set for significant growth. Most cloud gamers surveyed say they will play a lot (48 percent) or a bit more (28 percent) cloud games in the next year. As many as 81 percent of gamers who do not currently play cloud games believe they will start cloud gaming in the next year.
In the U.S., the number of cloud gamers surveyed who think they will play a lot more is 58 percent compared to 24 percent of U.K. cloud gamers, which hints at differences in maturity between these markets. Almost 20 percent more respondents in the U.S. (37 percent) are cloud gamers than in the U.K. (18 percent).
How much are gamers spending?
As gaming businesses evolve and player experiences continue to rapidly shift – we see revenue being increasingly generated from in-game purchases, advertising and monthly subscription fees. The report from Clarivate finds that the gaming industry is innovating to respond to the users’ demands, focusing over a third of their patent activity on commercial revenue model technology – in-game payments, advertising and microtransactions.
According to the research, cloud gamers spend more on in-game purchases per week than non-cloud gamers, with 93 percent of cloud gamers making in-game payments compared to 75 percent of non-cloud gamers. 21 percent of cloud gamers spend between £21- £50 per week compared to only nine percent of non-cloud gamers. More than half (52 percent) of all cloud gamers prefer paid gaming through a subscription model.
The influence of social media on gamer spend
As millions of gamers from across the globe come together on different platforms to engage – social media has an increasing impact on player buying activity. The research found that gaming spend is closely correlated to social media. Compelling insights include:
- One in two (51 percent) of cloud gamers are greatly influenced by social media when it comes to gaming purchases (compared to 17 percent of non-cloud gamers).
- 21 percent often make purchases via social media (compared to just three percent of non-cloud gamers).
- U.S. gamers are much more likely to be greatly influenced by social media when it comes to gaming purchases (41 percent compared to 11 percent).
- One in three males (33 percent) are much more likely to be greatly influenced by social media when deciding to make an in-app purchase than females (17 percent).
Developer and platform advancements
The report, ‘Cowboys, combat and candy: cloud gaming through the lens of IP’, found that improving the user experience through innovations in cloud infrastructure has seen the most patent activity. On average, we recognized 300 to 500 inventions annually year-on-year over the past decade. The report uses data and insights from Derwent Innovation
, Derwent Data Analyzer
, Derwent World Patents Index
(DWPI), CompuMark
, and MarkMonitor
, to gather insights and analyze trends around patents, trademarks and domain registrations in the gaming industry.
Jeff Roy, President, IP Group, Clarivate, added, “The future of cloud gaming is tremendously exciting. Clarivate has the unique opportunity to help customers throughout the innovation lifecycle from idea creation to commercialization. With cloud gaming poised for huge growth over the next 12 months it’s an incredibly exciting time to be a gamer – not just for us here at Clarivate, but for all passionate and ambitious cloud gaming enthusiasts across the world.”
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: Cloud Gaming Positioned for Strong Future Growth According to New Research From Clarivate
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ACR POKER CROWNS DECEMBER ‘PLAYER APPRECIATION MONTH’ WITH $500,000 IN GIVEAWAYS
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Tis the season to give back to players with supersized weekly races, massive ticket drops, and the return of the Mini Online Super Series
ACR Poker is kicking off the holiday season in style, officially crowning December as Player Appreciation Month and celebrating its community with $500,000 in giveaways, offering something for every type of player.
Throughout December, ACR Poker’s biggest weekly races – The Beast, Sit & Crush, and Blitz Beast – are getting a serious glow-up as part of Player Appreciation Month. Each week from Saturday, November 29th to Friday, January 2nd, the prizes will be supersized. There will also be a sleigh-load of free tournament tickets dropped throughout December, giving players more chances to score big without spending a dime.
And starting Wednesday, December 17th, the Mini Online Super Series (MOSS) returns to close out Player Appreciation Month. There will be a full schedule of events with buy-ins from $0 to $109 and massive guarantees offered, with the full details released soon.
“I love that ACR is turning the whole month into one big holiday party and giving players a little extra cheer,” said ACR Pro Chris Moneymaker. “Giving back to the players who make this community is a great way to wrap up the year. Alongside supersized races, ticket giveaways and the Mini Online Super Series, players should also keep an eye out for something big from ACR on December 9th during WSOP Paradise. Stay tuned.”
Whether players are grinding tournaments, splashing in cash games, or simply logging in for some holiday fun, December is shaping up to be the most wonderful time of the year at ACR Poker.
For more information about Player Appreciation Month, visit ACRPoker.eu.
The post ACR POKER CROWNS DECEMBER ‘PLAYER APPRECIATION MONTH’ WITH $500,000 IN GIVEAWAYS appeared first on European Gaming Industry News.
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INTRALOT Announces Nine Month 2025 Financial Results
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The post INTRALOT Announces Nine Month 2025 Financial Results appeared first on European Gaming Industry News.
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Kambi initiates share repurchase programme with a value of SEK 100 million
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The Board of Kambi Group plc has decided to again exercise the buyback mandate which was received at the Extraordinary General Meeting on 18 June 2025 to initiate a share repurchase programme with a total value of SEK 100 million (€9m) which will run until 20 May 2026.
In line with its capital allocation strategy and empowered by the mandate received at Kambi’s Extraordinary General Meeting on 18 June 2025 (EGM) the board of directors (Board) of Kambi Group plc (Kambi) has today initiated a share repurchase programmes with a total value of SEK 100 million (€9m).
The programme will run from the date of this announcement until 20 May 2026 and shares acquired will be cancelled at a future date. The maximum number of shares that may be acquired is 1,672,887, and the aggregate purchase price for such acquisitions shall not exceed SEK 100 million (€9m). The aggregate number of shares that may be acquired under the mandate received at Kambi’s EGM is 2,990,362, which is equivalent to 10% of Kambi’s total issued shares at the time of the EGM resolution.
The buyback programme will be carried out in accordance with the Maltese Companies Act (chapter 386 of the laws of Malta), the Nasdaq First North Growth Market Rulebook for Issuers of Shares, the EU Market Abuse Regulation (EU No 596/2014) (MAR), and Commission Delegated Regulation (EU) 2016/1052 (the Safe Harbour Regulation). The share buyback programme is intended to benefit from the share buyback safe harbour provisions set out in MAR. To this end Kambi has entered into an agreement with Carnegie Investment Bank AB (Carnegie) to execute the buyback programmes and conduct the share repurchases on Kambi’s behalf.
The acquisition of shares shall take place on one or several occasions on Nasdaq First North Growth market in Stockholm (Nasdaq First North) and Carnegie will make its trading decisions in relation to Kambi’s shares independently of and without influence by Kambi. Payments for the shares are to be made in cash.
The programme will be effected in compliance with the trading conditions set out in article 3 of the Safe Harbour Regulation. In particular, Kambi shall not, on any single trading day, purchase more than 25% of the average daily share turnover on Nasdaq First North. The average daily share turnover is calculated on the basis of the average daily trading volume during the twenty trading days preceding the respective purchase date. In addition, share repurchases under each programme shall:
- not be made at a price higher than the price of the last independent trade or (should this be higher) higher than the current highest independent purchase bid on Nasdaq First North,
- be made at a price per share within the price interval recorded on Nasdaq First North at any given time, i.e. the interval between the highest buying price and the lowest selling price, and
- not exceed or fall below the maximum and minimum ranges set out in the EGM resolution.
At the time of this announcement, the total number of issued shares in Kambi is 29,903,619. Kambi currently holds 2,193,675 of its own shares from prior buyback programmes which will be cancelled on or shortly after 1 December and 400,000 shares held to satisfy Kambi’s future obligations arising from its employee share option programmes.
Information on completed buybacks will be publicly disclosed in accordance with Safe Harbour Regulation and will also be available on the company’s website, kambi.com.
The post Kambi initiates share repurchase programme with a value of SEK 100 million appeared first on European Gaming Industry News.
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