Cloud Gaming, another step forward in the game industry’s shift to digital

Montpellier, November 5th – Some days before the beginning of the DigiWorld Summit, the DigiWorld Institute by IDATE provides an analysis on another game changer, Cloud Gaming. According to Laurent MICHAUD, Head of Consumers Electronics & Digital Entertainment Practice of the Institute,”Cloud Gaming could certainly accelerate spreading of multiscreen and complete digitization within game industry”.

For 40 years, the video game sector has been considered a market with two distinct yet interdependent sides:

? The hardware side, which is subject to Moore’s law and governed by a life cycle characterized by the integration of: innovative technologies in the video game sector promoting innovation in gameplay, features related to video games that can target an audience beyond just gamers, service and consumption innovations related to the game sector but also to building user relationships

? The software side, which is wholly dependent on the equipment side, from design and development to distribution and consumption.

Beginning in the 2000s, online gaming practices and digital distribution began slowly taking over market share. Ten years later, this share continues to grow, today representing more than half of the revenue generated by this sector. Every single market segment in this industry is affected by the digitization of practices and distribution, from home consoles and handheld consoles to smartphones, tablets and connected TVs.

In this context, Cloud Gaming represents another giant step forward in the game industry’s transition to digital distribution. Sony Computer Entertainment’s purchase of Gaikai demonstrates—and may even strengthen—Cloud Gaming’s role as a disruptive technology.

Cloud Gaming may eventually eradicate (or at least mitigate) this hardware/software division by limiting the impact hardware has on gaming software. In other words, with Cloud Gaming, video games are likely to become less and less dependent on the device they are being played on. At the same time, we should begin to see more and more game accessories on the market because the accessories are quickly becoming the key element in providing users with the best immersive and interactive gaming experience possible.

Cloud Gaming will be at the heart of discussions during the DigiWorld Summit 2012…

During the DigiWorld G@me Summit (November 15 & 16) and the Montpellier In Game MIG (November 16, 17 & 18):

? Franck ABIHSSIRA, VP Broadband Access, Contents and Services, Bouygues Telecom

? Davy CHADWICK, Worldwide Development Director, EA Mobile

? Robert COGBURN, Lead Designer, Naughty Dog

? Guy DE BEER, President, Playcast Media

? Patrice DESILETS, Creative Director, THQ Montréal

? Franck DIARD, Chief Software Architect, NVIDIA Advanced Rendering Center

? Dino DINI, Lecturer in Video Game Programming, NHTV University

? Vincent DONDAINE, COO, Sales and Marketing Director, Founder, Bulkypix

? Bill FLETCHER, Animation Director, Valve Software

? Bruce GROVE, General Manager, OnLive UK

? Keith GUERRETTE, FX Artist, Naughty Dog

? Jurie HORNEMAN, Creative director, Mi'pu'mi Games

? Wyeth JOHNSON, Art Director, Epic Games

? Alexis JOLIS DESAUTEL, Senior Game Designer, Ubisoft Montréal

? Will LUTON, CEO, Doctor Monolith Limited

? Jordan MECHNER, Game Designer, Ubisoft

? Julien MERCERON, WW Technology Director, Square Enix

? John NESKY, Feel Engineer, thatgamecompany

? Jean-François RODRIGUEZ, VP Games and Transmedia, Orange

? Paha SCHULZ, Director of Business Devt - Game-as-service, Crytek

? Marc WALSH, Animator and Director, Pixar

? Jean ZEID, Journalist, France Info

? …

The full updated program is available online:

The brand new DigiWorld Summit website is now online!

? Find more on our 2012 speakers day by day

? Discover the program of the Plenary Sessions and Executive Seminars

? Follow the digital markets burning issues

? Learn more about DigiWorld Institute by IDATE and the event

D-9: Register now and be sure to participate. This year, seats are limited.

About DigiWorld Institute by IDATE

Founded in 1977, IDATE has gained a reputation as a leader in tracking telecom, Internet and media markets, thanks to the skills of its teams of specialized analysts. Now, with the support of close to 40 member companies – which include many of the digital economy’s most influential players – the newly rebranded DigiWorld Institute has entered into a new stage of its development, structured around three main areas of activity:

IDATE Research, an independent observatory whose task is to keep a close and continual watch on digital world industries, collect relevant data and provide benchmark analyses on market developments and innovations in the telecom, Internet and media sectors – through its comprehensive collection of market reports and market watch services.

IDATE Consulting, time-tested analysis and consultancy solutions: Our multi-disciplinary teams of economists and engineers established their credibility and independence through the hundreds of research and consulting assignments they perform every year on behalf of top industry players and public authorities.

DigiWorld Institute, a European forum open on the world: The DigiWorld Institute will take existing IDATE initiatives, such as the DigiWorld Summit, the DigiWorld Yearbook and the monthly clubs in Paris, London and Brussels, to the next level. Members have the opportunity to participate in think tanks on the core issues that will shape the industry’s future, drawing on the knowledge of outside experts and our own teams.

Members of DigiWorld by IDATE:

? Accenture ? Alcatel-Lucent ? Atos Origin ? AT&T ? BNP Paribas ? Bouygues Telecom ? BT? Bull ? Caisse des Dépôts ? Capgemini ? Ciena ? Cisco ? Coriolis ? CWC ? Deutsche Telekom ? Ericsson ? Eutelsat ? France Télévisions ? IBM ? Ircem ? Iris Capital ? Maroc Telecom ? Microsoft ? Motorola Mobility ? NEC ? NTT-DoCoMo ? Orange ? PWC ? Qualcomm ? Sagemcom ? Samsung ? Serena ? SES ? SFR ? Société Générale ? Swisscom ? TDF ? Technicolor ?

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