Streaming content is the natural endpoint for entertainment content. The many conveniences that come from streaming outweigh the concerns about a lack of ‘ownership’ for the consumer of the media they consume, data throttling once net neutrality is a distant memory, and the quite justified concerns over subscription fatigue due to the sheer amount of streaming services on offer.
The reality is that ease of use trumps all of those, particularly for casual consumers, and as infrastructure and internet penetration improves further the proportion of people using streaming services will only grow. Last year Ofcom reported that nearly half of UK households now have access to at least one television streaming service, as the number subscribing to the most popular services “increased from 11.2m (39%) in 2018 to 13.3m (47%) in 2019”. That doesn’t take into account the number of households that also subscribe to a music streaming service like Spotify, either.
However, that isn’t to say that streaming is necessarily a good fit for every medium. It works well for low-data, passive mediums like audio and television. Even Netflix’s ambition Black Mirror special, Bandersnatch, which was effectively an experiment in interactive television content in the vein of an adventure game, was possible through Netflix’s infrastructure. But the reality is that the technology and infrastructure to stream many video games isn’t there yet – despite some serious investment from big players.