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How is streaming taking the video games industry to the next level?

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How is streaming taking the video games industry to the next level?
Photo Source: newnormative.com
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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.

video game downloads

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.

 Assassin’s Creed Odyssey stream

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.

 

 

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SKS365 keeps investing in people: GROW People Management Program took the next level

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11 experienced people managers from the SKS365 group’s 4 locations gathered last week in Belgrade for the new GROW People Management Program. From 15 th to 19 th of April, through trainings, discussions, and social connections, people had the opportunity to further grow individually and as a team, while enjoying Belgrade’s city center and rivers.

Created in 2023 with the purpose of building foundation people management skills across the organization, GROW initiative evolved this year by including a new, advanced program for experienced people managers to further consolidate their skills and prepare for future opportunities.

Building and fostering connections, sharing experiences, and enjoying team building experiences – all these activities have been part of the GROWpmp agenda for the 11 people managers coming from Commercial, Product and Development, Finance, and Sportsbook departments of the group’s 4 locations – Malta, Italy, Austria, Serbia.

GROWpmp included a variety of topics that people managers in SKS365 recognized as the key areas for management development. Topics such as influence through communication, team effectiveness, DEI, through to presentation skills and business topics like understanding finance and management reporting, were delivered with the support of external professionals and internal experts, while designed and organized by the SKS365 People & Culture team.

 

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Kindred’s Share of Revenue from High-risk Players Shows Slight Increase

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Kindred Group plc’s (Kindred) share of revenue from high-risk players showed a slight increase to 3.2% (Q4 2023 3.1%) in the first quarter of 2024. Compared to the first quarter of 2023, the high-risk revenue share decreased marginally. The percentage of detected customers who exhibited improved behaviour after interventions came in at 87.1% (compared to 87.4% in Q4 2023 and 83.0% in Q1 2023). This sustained trajectory in the improvement effect after interventions, observed over an extended period, serves as a testament to the strong dedication and collective efforts throughout the company. It reflects Kindred’s ongoing commitment to fostering positive change within the industry.

“We continue to see our share of revenue from high-risk players fluctuate quarter to quarter, and we are working closely with all teams across the company to support customers towards a more sustainable gambling experience. However, it is encouraging to see that our Journey towards Zero data has steadily decreased since 2020. A similar trend can be seen across the healthier gambling behaviour effect after interventions. This tells us two things: our work is paying off, but we need to continue to push ourselves to propel a sustainable progression,” Alexander Westrell, Director of Communications at Kindred Group, said.

“It was very encouraging to witness the open and transparent discussions at the Sustainable Gambling Conference in London on 20 March, where those with lived experience shared their important stories. Also, it is evident that technology is moving forward, and will provide greater opportunities to detect and intervene in the future. We hope to see more regulators engage with the industry and with experts to secure a more sustainable industry for everyone,” Alexander Westrell added.

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PENN Entertainment Names Aaron LaBerge as Chief Technology Officer

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PENN Entertainment announced that Aaron LaBerge has been named Chief Technology Officer (CTO) effective July 1, 2024, subject to customary regulatory approvals. Mr. LaBerge will report directly to PENN CEO & President Jay Snowden.

In his new role, Mr. LaBerge will be responsible for driving the technology strategy and execution for PENN, while leading the multinational team of technologists and serving as the key business leader for the company’s Interactive division.

Mr. LaBerge spent more than 20 years at The Walt Disney Company, in two stints separated by five and a half years as a technology entrepreneur. He was most recently President & Chief Technology Officer for Disney Entertainment and ESPN where he was responsible for driving all technology and product development in support of The Walt Disney Company’s two media divisions. In that role, he helped set the vision and strategic leadership for how Disney uses technology to enable storytelling and innovation, drive its business, and create unparalleled consumer experiences with entertainment and sports content.

“We are thrilled to have someone of Aaron’s caliber join our PENN executive team. Having overseen a global organization of thousands of engineers, product developers, designers, technologists, and data scientists that created some of the largest scale and most successful media properties in the world, there is no better candidate to lead our Technology and Interactive division into its future. I know Aaron is looking forward to working with Todd George, our head of operations, and our entire Executive Team to continue growing our position as a leader in online gaming, sports betting, and digital sports media,” Mr. Snowden said.

“I’m excited to join another talented team at PENN Interactive and lead our technology strategy. PENN Entertainment is at the forefront of the fast-changing gaming and sports media industry. I plan to use my experience from Disney and ESPN to help make ESPN BET an essential piece of the sports fan experience. Together, we’ll push the limits and redefine how fans interact with sports and gaming,” Mr. LaBerge said.

Prior to his most recent role at the Walt Disney Company, Mr. LaBerge was Executive Vice President and Chief Technology Officer at ESPN from 2015 to 2018. At ESPN he played an instrumental role in the growth of ESPN’s consumer-facing digital media products and services – leading many of ESPN’s most ambitious and challenging projects and helping establish ESPN’s position as the leader in digital sports and innovative sports technology development. He was a key architect in the design, development, and engineering of ESPN’s state-of-the-art facilities in Bristol, CT; Los Angeles, CA; Charlotte, NC; and Austin, TX, as well as data centers and infrastructure that connect those facilities around the world, as well as the technology design and development to support the launch of the multi-platform SEC Network.

Between 2007 and 2012, LaBerge was co-founder and CEO of Fanzter, Inc. – a venture-funded consumer software and digital product development company. At Fanzter, he directed all day-to-day operations and led the development and launch of a variety of consumer-focused internet and mobile products, ground-breaking social and commerce technologies and more.

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