Ericsson ConsumerLab Shares Insights on Cloud Gaming

Ericsson ConsumerLab Shares Insights on Cloud Gaming

Sixty-eight per cent of the smartphone users who claim they play cloud games regularly identify as heavy gamers, reveals Ericsson Consumer Lab

Peter Rinderud from Ericsson ConsumerLab details highlights from Ericsson’s previous cloud gaming customer journey study, where and why potential cloud gamers still drop out, and the role CSPs can take to improve cloud gaming customer retention by leveraging 5G capabilities.

In order to understand the behaviour and attitudes of Ericsson consumers towards cloud gaming, the researchers of Ericsson ConsumerLab segmented the cloud gaming customers to understand their journey. 

Seven consumer segments were created from a cluster analysis of smartphone users on 4G or 5G, in the age interval between 15-69 years on the basis of criteria including how much they play video games, the type of device they use to play video games and their purpose when playing video games.

As many as 68% of smartphone users claimed that they regularly play cloud games regularly identify as heavy gamers, despite heavy gamers only accounting for 35% of all smartphone users in total. Sixty-eight per cent of all cloud gamers are 4G users, and only 32% are 5G users. But on the other hand, the smaller group of 5G users are more active and play cloud games to a larger extent than 4G users.