Should Google Stay in the Cloud Gaming Business?
Briefly

The article highlights the pervasive nature of gaming among teenagers, noting that a significant majority are engaging with video games for hours daily, particularly due to the pandemic's influence. E-sports is emerging as a major entertainment sector, with projections indicating a vast audience growth. The conversation transitions to a discussion on the case study "Google Stadia: Game On or Game Over," involving insights from Harvard researchers Derek van Bever and Akshat Agrawal, emphasizing the strategic implications of this trend in the gaming industry.
Gaming has become an integral part of teenagers' lives, with up to 85% playing and spending 2-3 hours daily on screens, fueled by trends from COVID lockdowns.
E-sports is rapidly growing, with projections of 640 million viewers by 2025, showcasing a shift in entertainment focus and potential for industry investment.
Read at Harvard Business Review
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