Sci-Tech

How can cloud games in the 5G era retain players?

2024-01-26   

Cloud gaming is seen as a revolutionary technology, but its widespread adoption has not been smooth sailing. Peter Rinderud, a senior researcher at Ericsson Consumer Lab, believes that currently, pricing and payment models, devices and networks, established behavioral patterns, and the game itself are the main factors affecting cloud game players to exit a game. How to retain more players in cloud games? As an important participant in cloud games, operators need to change their traditional roles and become differentiated connection providers, and comprehensively reform their pricing models. At the same time, operators need to consider innovative pricing strategies to meet the needs of different game players. Cloud gaming, as a technology, has enormous potential. It eliminates the need for physical games and realizes the dream of players having a seamless gaming experience both indoors and outdoors. Rinderud believes that despite fierce competition from traditional and emerging players, as well as the convenience brought by 5G deployment, the popularity of cloud games is still slow. Industry analysis indicates that the market value in this field will significantly increase, but the problem of low consumer acceptance still exists. Operators need to overcome these difficulties to unleash the potential of cloud gaming. "In order to gain a deeper understanding of cloud gaming from both behavioral and attitudinal perspectives, it is necessary to further segment consumers. This helps us understand the overall level of consumer engagement in gaming, and identify which consumers will withdraw from the experience journey of cloud gaming, as well as why." Rinderud stated that based on the behavior of 4G/5G smartphone users, consumers aged 15-69 are divided into seven sub groups of electronic gaming, based on gaming time, device, and purpose. The statistical results show that among the three main groups of heavy, casual, and light players, heavy players account for 35%, casual players account for 48%, and light players account for 18%. Cloud game players are mainly early adopters interested in technology. Among them, 68% of cloud game players use 4G, while 5G users are more active. 45% of cloud gaming players choose smartphones as their primary devices, while other devices such as laptops, game consoles, smart TVs, tablets, and AR headsets also have a market. Two-thirds of players choose mobile network or fixed broadband Wi Fi connection. The most common combination is smartphones on mobile networks. Data shows that players spend an average of 7 hours per week playing cloud games, half of which is completed on mobile devices. This data varies by group: heavy players on all devices spend up to 20 hours playing games per week, while casual players only play for 2 hours per week. 5G users spend more time playing cloud games than 4G users, but 68% of cloud game players still use 4G and have lower network satisfaction. Rinderud believes that the process of playing cloud games involves six stages: cognition, interest, consideration, trial, action, and retention. Among them, the exit rate during the trial stage is the highest. This model helps to understand at which stages potential players exit, as well as the unique consumer journeys of seven segmented markets. Analysis shows that four main factors lead to the phenomenon of withdrawal from the trial stage to the action stage, as well as regular gaming, which exist in all consumer segments

Edit:Hou Wenzhe Responsible editor:WeiZe

Source:people postal daily

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