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Mara Rua Aguete (Omdia) points to video and cloud gaming as key to 5G development

06/05/2021

Mar a Rua Aguete (Omdia) points to video and cloud gaming as key to 5G development La senior research director de la multinacional brit nica Omdia, Mar a Rua Aguete, ha apuntado en su ponencia del 5G Forum varias claves para entender el presente y futuro de la tecnolog a. Mar a ha comenzado su intervenci n remarcando la relevancia del Covid-19 en el desarrollo, extensi n y consolidaci n del 5G a nivel global. La tendencia global fue clara: en marzo de 2020 se produjo un importante par n. Reguladores a nivel global paralizaron sus procesos a la espera de la recuperaci n global.

Sin embargo, esto no quiere decir que los desarrollos 5G se pararan. China hizo de la necesidad, virtud, y cre numerosas aplicaciones vanguardistas del 5G, como robots controlados por esta tecnolog a que funcionaban en aeropuertos u hospitales. Del mismo modo, el gigante asi tico lider la conectividad global. Tal y como Mar a subraya, el 5G contribuy fundamentalmente a ese consumo de datos masivo que vivi todo el mundo .

Como dec amos, la pandemia paraliz la extensi n del 5G. Sin embargo, en octubre de 2020 se produjo un movimiento que acab provocando una nueva explosi n del 5G a nivel global: el lanzamiento de los tel fonos de Apple compatibles con esta tecnolog a. Esto hizo que, de nuevo, consumidores y marcas pusieran su mirada en el 5G.

China, agente clave Rua Aguete lo tiene claro: Hablar de 5G es hablar de China . Los datos avalan esta informaci n. Si bien a finales de 2019 China era superado a nivel de implantaci n por otras potencias tecnol gicas como Corea del Sur, a lo largo de 2020 ha logrado situarse en la primera posici n del ranking global.

Gran culpa de este xito lo tienen las iniciativas impulsadas por el gobierno chino. La gente ha adquirido masivamente planes compatibles con esta tecnolog a, pero aqu llega la paradoja: una gran cantidad de personas no disponen de m viles 5G que les permita beneficiarse de sus ventajas. Hoy por hoy, China ocupa el 70% del mercado 5G y se prev que, de cara a 2025, este porcentaje se estabilice en un 40%. Con esta cifra, el pa s conseguir mantener el liderazgo en cuanto a su implantaci n.

A corto plazo, China seguir liderando un mercado global, apoyado por otros pa ses de la regi n de Ocean a y Asia del sur, en la que tambi n conviven Corea del Sur o Jap n. En 2022, 1.000 millones de usuarios tendr n planes 5G. En 2025, 3.500 millones.

El papel de las telcos En la actualidad, 132 operadoras han lanzado iniciativas comerciales que apuestan por el 5G. En su mayor a, hablamos de planes de conectividad m vil, pero es cierto que las menos plantean el 5G como alternativa para aquellos lugares rurales en los que la fibra no llegue con la penetraci n necesaria.

En t rminos absolutos, estos operadores todav a no han planteado planes ambiciosos para fomentar el uso de la tecnolog a. Los principales reclamos son el salto a tarifas con m s datos o datos ilimitados, asociando el consumo de esta tecnolog a a servicios habituales para sus clientes como Netflix or Spotify.

No obstante, existen regiones como Corea del Sur en las que entran en la ecuaci n aplicaciones que s justifican de forma directa el uso de 5G dado el alto consumo de datos que requieren.

Cloud gaming Hay un concepto que se extiende progresivamente en las comunidades del ocio digital y que se extiende progresivamente al p blico general: cloud gaming. Este concepto implica la conexi n en streaming en tiempo real con m quinas virtuales que mueven juegos de ltima generaci n. A d a de hoy, nicamente la baja latencia que asegura el 5G puede asegurar una experiencia de juego fluida en el terreno m vil.

Es en este punto, remarca Mar a, donde muchos proveedores de servicios han visto oportunidades para obtener beneficios. Ser un key driver para que las empresas inviertan en 5G , ha subrayado. En la actualidad, se multiplican los partnerships entre agentes como Tencent, Google o Microsoft para optimizar este tipo de contenidos. De hecho, se espera un crecimiento del 188% en el pr ximo a o. A nivel peninsular, Telephone ha anunciado inversiones en cloud gaming; NOS en Portugal ha hecho lo propio ali ndose con la aplicaci n Blacknut.

V deo: eje actual del consumo A pesar de que el 5G tambi n marcar el desarrollo de reas como la realidad aumentada, el smart home o los servicios de entretenimiento en los veh culos privados, el v deo y el v deo en directo, se ala Mar a, seguir n siendo ejes del consumo en la era del 5G. En la actualidad, es el tipo de contenido m s solicitado.Se prev que esta tendencia se mantenga, como m nimo, hasta 2025. De hecho, en este lapso de 5 a os, estos servicios ser n consumidos por 500 millones de personas m s (de 1.100, a 1.600 millones).

A d a de hoy, se sigue multiplicando el n mero servicios de v deo consumidos por un mismo usuario. En Estados Unidos, la media es de nueve, mientras que en Reino Unido la cifra desciende a seis. En todos los mercados, el tel fono m vil sigue siendo el dispositivo de consumo por excelencia. Esta tendencia tambi n se hace evidente en los numerosos acuerdos que operadores realizan con plataformas como Netflix or Disney , sobre todo en Oriente Pr ximo. Gracias a estas alianzas, que crecen a pasos agigantados , nuevos mercados pueden disfrutar de estos servicios.

A nivel global, siguen liderando plataformas como Netflix, Prime video, Hbo and Disney , pero Mar a hace hincapi en no perder la atenci n a DAZN, plataforma de streaming deportivo. Entre sus principales armas, m s all del streaming en directo, est el amplio cat logo al que est n dando forma gracias a su apuesta por la adquisici n de derechos en exclusiva.

The Apple Effect Rua Aguete quiso finalizar su intervenci n haciendo referencia al n mero de m viles 5G utilizados en todo el mundo. Al t rmino de 2020, hablamos de 244 millones de tel fonos, de los cuales el 32% son de
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