Around 3.6 billion people will be using cloud services by 2018, with limited storage capacity of mobile devices as the catalyst for the steep rise in the subscriptions, claims a recent study.
Juniper Research has published the Cloud Computing – Consumer Markets: Strategies and Forecasts 2014-2018 report, which reveals that a majority of the current revenues come from music streaming services such as Spotify and Pandora which are cloud enabled platforms.
Juniper’s research chalks out a pattern which shows a rising trend of cloud gaming. According to the report, cloud gaming is in a “renaissance” and it’s only a matter of time before it grows quickly offering its contribution to the projected 3.6 billion figure.
The research, by the members of the cloud community alongside executives from Spotify, Apple and Amazon, also takes into aspect the impact of the latest distribution technologies such as WebRTC and network functions virtualization on Cloud services and the probability of net neutrality in the future.
The report read, “The cloud games market, where game computation is located entirely in the cloud, is experiencing somewhat of a renaissance following the re-launch of OnLive and the market entry of PlayStation [with PlayStation Now].”
“Nevertheless, with games effectively being streamed from the cloud, latency may hamper the success of this opportunity.”
PlayStation Now is now the gateway for PS Vita which allows access to AAA PS3 titles on the handheld gaming device. Canonical has also stopped its Ubuntu One cloud service and Sugarsync has become a paid-only subscription service as allowing free storage is not affordable for the business.