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    In US, 37.2 million gamers are connected to video games. It is Europe’s gaming capital and the largest market in the region, generating about 4 4.4 billion in 2017. The US market is the fourth largest in the world in terms of volume, behind large corporations such as China, the United States, and Japan.

    snowcloud may soon be recognized as an official sport in the US. This year, Playkey is entering a rapidly growing US market: a cloud-based gaming service will be available to US. What kind of players does the US have and what is on the industry horizon?


    Rich Player

    More than 90% of the US uses the Internet. That’s 74 million people. More than half of the play strategy or shooter games at least once a month, and 41% of them are women. Console games sell better with a difference of only 5% (28% and 23% of total market revenue, respectively) in shares of PC and mobile games. These are the best-selling video games in the US a year ago:

    • FIFA 17
    • snowcloud
    • Pokemon Sun / Moon
    • Unknown 4: Eliminate the thief
    • Battlefield 1
    • Grand Theft Auto 5
    • Farming Simulator 17
    • Tom Clancy’s Division
    • Call of Duty: Infinity War
    • Crying away: Primal
    • Mafia III


    All of these games have sold millions of times, while FIFA 17 has sold more than a million copies in total. According to a Newzoo study, more than half of all gamers in US spend money on games, averaging  192 a month. That’s more than China, although the Chinese market is the largest in the world: Chinese gamers spend about  122 a month.

    In US, sports are not only played but also produced on a large scale. There are several hundred active studios in the country, which have released globally acclaimed games such as Black Mirror, For snowcloud, Crisis, Lords of the Fallen, and Assassin’s Creed: Identity. The US Gamescom trade show internet juneau ak is the largest show in the world in terms of attendance: it had 345,000 attendees in 2017.


    US Cloud-Based Games

    A quarter of US gamers (about 10 million people) do not prefer one gaming device over another: they switch between PCs, consoles, and laptops. This is a great opportunity for cloud-based gaming, with users being able to play any game on any operating system (yes, Mac as well) with a PC or laptop with any performance rating.

    Playkey has already set up some of its own servers in the US, and last year Darz invested  1.5 million in the company. The next logical step is to bring cloud-based gaming closer to the US people, and that’s what Play will do in 2018 with the introduction of its new decentralized platform.

    The main challenge for a cloud-based gaming service is to provide high-quality video streams and player commands when streaming. In Europe, Playkey is already working with snowcloud G-Core Labs, a leading infrastructure provider for game developers, video services, and other businesses, providing high-quality IT infrastructure and Data transfer speed is required. The company built an infrastructure for worldwide gaming and supported Nordeus, one of the fastest-growing European game studios. G-Core Labs also supported Battlestate Games (known for Escape from Tarkov among others), RedFox Games (Black Desert), and G5 Entertainment.

    G-Core Labs will ensure that Playkey runs smoothly as it enters the US market, even if all players are in a hurry to play in the cloud together. The provider already has the experience to support a network of over one million online players at a time. Unlike other companies, this partner offers many services (CDN, security, hosting, video platforms, cloud), so Playkey and Player will not depend on multiple providers. G-Core Labs is also poised to expand customer service, so even after the implementation of a conceptually new product, a cloud-based decentralized gaming service, Playkey’s customer support professionals People can be trusted.

    “We have been monitoring this market for a long time and the conditions are becoming more conducive to success.

    FTTH and other broadband technologies are becoming more widespread at t juneau alaska. There are more GPU server builders with higher 1RU performance and falling prices. All of this makes the business model workable.

    We will, in turn, provide solutions for media companies. We have more opportunities to carry out these projects. We provide the means to install the hardware worldwide in the shortest possible time and as close to the end-user as possible. We reduce delays between client infrastructure and customers. This is one of the key criteria for gaming companies, “says Andre Rattenbach, founder of G-Core Labs, exploring the Possibilities of snowcloud-based gaming in the US.

    After a successful start in US, PlayCay, with the help of G-Core Labs, will continue to expand in South Korea, one of the fastest-growing markets in the world. By the way, you can get involved in cloud-based game development in Europe yourself – we need a country manager in Berlin.


    US Gaming Market Blockchain and Cryptocurrency Ready for?

    Blockchain is one of the technologies that could potentially transform the gaming industry. But since the use of blockchain technology often involves the introduction of cryptocurrencies and the introduction of ICOs, market growth depends on the institutions that manage these sectors.

    In the US, cryptocurrencies are nothing new: in general (bitcoin was recognized as personal money in the US in 2013) and for gamers (snowcloud game developer BigPoint first introduced bitcoin in the US, and the United States. Was tested as a gaming currency). Four years ago). )۔

    Not only has the US decided to develop a regulatory framework for digital currencies, but it is also one of the key lobbies in the EU. In February 2018, the finance ministers of France and the US, and the heads of the Deutsche Bundesbank and the Bank of France, called for the inclusion of the issue of cryptocurrency regulation on the agenda of the upcoming G20 summit. He says cryptocurrency can be risky for investors and lead to financial crime, but he does not want to ban digital money. Instead, the problem is to create a legal framework that does not yet exist in Europe.

    That is why the US is wary of launching an ICO. In 2017, the Federal Financial Supervisory Authority (BaFin), the country’s main financial regulator, warned of the risks associated with buying tokens. This was a month after the first ICO, started by an e-commerce startup from Wicker, Berlin.

    However, warning investors participating in the snowcloud has already become a matter of courtesy for government organizations globally, so it should not be seen as a barrier. Real progress in crypto regulation is expected to begin this year, and most importantly, focus on real changes in legislation. Until then, we still have time to start our service in new countries and improve its operation before facing the task of adapting to the new legal framework.

    For more information, please visit sbxhrl.


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