Google Stadia was the first and evidently last attempt of Google entering the gaming industry that left some players with a semi-sour taste in mouth and thankfully, decided to refund all investment in their cloud gaming platform.

With this, The Vergee had an indirect Stadia update thanks to the investigation of the UK CMA, the regulator that just announced their preliminary recommendation for the attempt of Microsoft buying Activision Blizzard with most of them, making the purchase unrealistic viable.

Cloud Gaming Market Share: 2021

Service Percentage
Microsoft Xbox Cloud Gaming 20–30
Sony PlayStation cloud 30–40
Nvidia GeForce Now 20–30
Google Stadia 5–10

Going to this conclusion the CMA made public some of its findings of the investigation and the main point of cloud gaming was discussed.

While this benchmark was used to justify the worries that Microsoft will gain a BIG advantage on cloud gaming, many who wondered how Stadia was actually performing became a little more clear as Stadia only makes 5% of the cloud gaming market.

Previous report stipulated that when Stadia was delegated as a secondary project in favor of its B2B varian Immersive Stream, it was because Stadia failed to have 1 million active users by 250K short or a 25% behind the goal.

Realistically, it is not a bad number considering all the “oops” that Stadia leadership made since day 1, but of course, history showed that Google was not satisfied.

The CMA claims that Microsoft Xbox Cloud Gaming held between 60 and 70 percent of the cloud gaming market by 2022 but that is really suggestive in terms on how Xbox Game Pass Cloud is being used and targeted to as for example, it is required to have the Xbox Game Pass Ultimate tier as minimum.

Interestingly, Amazon Luna also reportedly held between zero and 5 percent of the cloud gaming market as of September 2022 after launching in March 2022 and has been in the spotlight due this ratio of available game vs games that expire from the service so unbalanced to the latter.