Didn't say it was. It's the pattern of usage, though, not any real time constraints. Server-based games tend to be receive-heavy rather than symmetric; they're sending the user's actions but updating the entire environment around the user. Always on DRM is basically periodic license re-validation, relatively low frequency. UI remoting is again going to be extremely receive-heavy; keystrokes and coordinates take up much less space than graphics pushes.
You might have difficulty distinguishing one voice app from another within an encrypted tunnel, though.