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Patrick Curry

@patrickmcurry

Yesterday my pal @prettyhypejeffe made a really compelling argument for cloud gaming: college students. Here’s a summary of his pitch...

6/29/2019, 9:04:31 AM

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Patrick Curry

@patrickmcurry

College students might not have room for a television, especially in dorm rooms. They’re likely watching shows and movies on their laptops or phones.

6/29/2019, 9:06:36 AM

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Patrick Curry

@patrickmcurry

Plus college students are usually cash poor. Asking them to shell out $300 for a game console AND THEN buy games is a big ask. And if they don’t even have a TV, it’s more like $400 up front.

6/29/2019, 9:06:36 AM

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Patrick Curry

@patrickmcurry

So maybe college students will just play games on their phones or computers? But dorm life is the perfect place for couch gaming! Halo! Mario Kart! Smash Bros! GoldenEye! Fusion Frenzy! Street Fighter! Overcooked!

6/29/2019, 9:06:37 AM

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Patrick Curry

@patrickmcurry

One of the big concerns I have about streaming games is the bandwidth requirements. But universities often have amazing bandwidth — especially in the US. Probably the best I’ve ever had was at University of Texas.

6/29/2019, 9:06:37 AM

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Patrick Curry

@patrickmcurry

So college students could be an ideal audience for cloud gaming: don’t have TVs, sensitive to up-front price, have tons of bandwidth, and live in a social settings ideal for multiplayer!

6/29/2019, 9:06:37 AM

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Patrick Curry

@patrickmcurry

It’s been a minute since I was in school, but I think there’s an opportunity here for the cloud gaming platforms. So long as the universities don’t throttle their bandwidth that is! Big ups to @prettyhypejeffe for schooling us.

6/29/2019, 9:06:38 AM

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