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Game platforms respond to increased demand amid coronavirus quarantines, Ars Technica

Game platforms respond to increased demand amid coronavirus quarantines, Ars Technica

      Stay inside and play –

             

Sony limits EU download speeds, Steam sets new concurrent user records.

      

      

        

Major online gaming platforms are dealing with a surge in demand as an increasing number of countries and localities force citizens to stay home in an effort to limit the spread of the novel coronavirus .

Both Microsoft’s and Nintendo’s online networks (went down briefly last week for many users around the world, and network tracker Downdetector

(spikes) in reported problems with the PlayStation Network throughout the week.

Microsoft Head of Xbox Phil Spencer confirmed via Twitter that “usage is up on almost everything” and thanked the employees working to get the servers back up. “So many people using gaming as a way to stay connected during these times,” he said at the time . “Play is a fundamental human need. Proud to be part of an industry that can offer escape and fun right now.”

In an update today , Microsoft offered vague assurances that it is “actively monitoring performance and usage trends to ensure we’re optimizing the service for our customers worldwide and accommodating for new growth and demand. “

Sony and Steam

Sony, meanwhile, Today announced

that it is now “working with Internet service providers in Europe to manage download traffic to help preserve access for the entire Internet community. ” That means a general throttling that could cause “somewhat slower or delayed game downloads” for European users, but it should still allow for “robust gameplay” in online multiplayer titles, Sony said.

Sony’s move is an effort to address “Internet stability concerns as an unprecedented number of people are practicing social distancing and are becoming more reliant on Internet access, “the company said. The move comes days after Netflix and YouTube took similar measures to downgrade default streaming video quality in Europe, following pressure from an EU government official.

At the same time, Steam is seeing a surge in the number of concurrent users it reports on the service. That number peaked at over

Prior to February, Steam’s all-time peak concurrent usage stood at just over 30 .5 million. That was a mark achieved in early , before a surprising and unprecedented downturn brought on in part by the decline of PlayerUnknown’s Battleground

. Steam usage numbers had begun to show signs of recovery since September, though, before accelerating even further in the last month or so.

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