Gaming
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Nokia and Vodafone are collaborating to test the viability of L4S technology over passive optical networks (PON), which could greatly improve activities such as video conferencing and gaming.
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Vodafone and Ericsson have completed a live network trial at Coventry University which demonstrates the impact an optimised 5G Standalone (SA) network slice could have on mobile gaming.
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Adtran today expands its Mosaic One software as a service (SaaS) suite with the addition of DxTEL’s Fiber Gaming Network (FGN).
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Bridge Alliance and Blacknut, a cloud gaming service, have formed a partnership to accelerate the growth and adoption of cloud gaming across Asia-Pacific.
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Unity and Google have expanded their partnership across their ecosystems to support studios accelerate the growth and development of their live games.
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Taiwan’s number one cable operator Homeplus has partnered with Ubitus to bring a cloud gaming service to its subscribers.
Forthcoming events
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Pioneer Media and its publishing partner Dynasty Gaming & Media has signed a gaming distribution agreement with Indosat Ooredoo Hutchison (IOH).
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Gaming remains a huge opportunity that players like Google cannot ignore, despite its recent shutdown of its Stadia streaming service according to Paolo Pescatore, TMT analyst at PP Foresight.
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Ooredoo Maldives confirms the launch of its international gaming platform, Ooredoo Nation.
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Gameloft Business Solutions, a provider of gaming solutions for carriers and manufacturers, confirms the launch of its 3GoPlay platform.
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The global video game industry is valued at over $300 billion - that’s more than the film and TV industries combined. But as revenues have grown, so too has the cost of creating these blockbuster games. Not only can development costs for AAA video game franchises such as Grand Theft Auto V, Call of Duty and Final Fantasy easily surpass the $100 million mark, but the video game industry has been slowly moving away from single-player games in favour of multiplayer experiences. Often because they’re easier to monetise, but also due to consumers favouring social gaming experiences.
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Swarmio has teamed with the Philippines’ largest telco operator Globe Telecom to launch its Ember gaming platform across the country.
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Cloud gaming and the metaverse are high on the list of priorities for UK gamers according to the latest research findings from Amdocs.
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STC Bahrain's cloud services have received a boost across the Middle East region after cloud infrastructure provider Radian Arc confirmed the deployment of a new PoP in Bahrain.
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Ori Industries has formed a strategic partnership with Gamestream to deliver scalable cloud gaming solutions for video game publishers, telcos and the hospitality industry.
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Telstra and the National Hockey League (NHL) have signed a five-year agreement to distribute up to 1,400 games per year using Telstra’s Global Media Network (GMN).
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OTTs, 2022 trends and BT's Andrew Lord on QKD and hollow core fibre
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The gaming industry presents a viable opportunity for telcos to diversify services and drive substantial growth. Saf Malik reports.
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Subspace, the dedicated network for real-time services, has launched its global private network for real-time applications.
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Project Kuiper launch dates; telco negotiation tactics; and GSMA's Stephanie Lynch-Habib
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Netflix has entered the mobile gaming space with the launch of five free games on Android devices.
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In a two-part panel session DOCOMO Digital's Filippo Giachi and Rahul Mughal unpack the booming sector that is cloud gaming, to mixed views.
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Equinix, Inc. has won a contract to host the gaming platform operated by i3D.net on Platform Equinix.
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Ericsson's Bhutan deal; EA's winning buy; GTT chapter 2.0 and 5G speeds in Europe
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Electronic Arts (EA), AT&T and WarnerMedia confirm the completion of EA’s acquisition of Warner Bros. Games’ Playdemic for $1.4 billion in cash.
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Capacity’s Natalie Bannerman speaks to Swarmio’s Vijai Karthigesu on how telcos can get a piece of the content gaming pie
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The proliferation of 5G edge computing is driving the greater need for real-time processing, better user-experience and data intelligence. Capacity heard from Cliff Tam, VP of global data strategy, international business, HGC Global Communications, about the new real-time economy and digital glocalization.
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Gaming publishers are looking for partners that can provide a ‘fast lane’ for gamers to reduce lag. Saad Siddiqui, principal at Telstra Ventures, explains why such requirements are driving technological advancement in infrastructure
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During Capacity Middle East 2021, six panellists from across the telecoms, tech and gaming ecosystem discussed the biggest trends in the space.
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Electronic Arts (EA) has reported positive preliminary financial results for its Q4 and full year period ended 31 March 2021.