Cloud gaming could reach a turning point in 2015, analyst says

Streaming of high-end games could become available to nearly 150 million people, a five-fold increase, in 2015 thanks to the growth of so-called cloud-gaming services.

Of course, a lot will depend on pricing and quality, as to whether players will actually use and pay for those services. Still, 2015 could be a big year for cloud-based games, which have wandered in a wilderness as providers improve both the quality and infrastructure behind services.

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Dean Takahashi

Dean Takahashi is editorial director for GamesBeat. He has been a tech journalist since 1988, and he has covered games as a beat since 1996. He was lead writer for GamesBeat at VentureBeat from 2008 to April 2025. Prior to that, he wrote for the San Jose Mercury News, the Red Herring, the Wall Street Journal, the Los Angeles Times, and the Dallas Times-Herald. He is the author of two books, "Opening the Xbox" and "The Xbox 360 Uncloaked." He organizes the annual GamesBeat Next, GamesBeat Summit and GamesBeat Insider Series: Hollywood and Games conferences and is a frequent speaker at gaming and tech events. He lives in the San Francisco Bay Area.