COVID-19 outbreak has accelerated the growth of the online gaming industry. In the first half of 2020, the Chinese online gaming market’s sales revenue reached more than US$20 billion, increased by 22.34%. While the online gaming industry is competing vigorously, any company that wants to seize a sweet spot in the attention economy must accelerate its games to become more premium and exquisite. Online games nowadays are constantly being renovated and iterated. The design and development must be new and innovative, and the game experience must be seamless and stable.
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BLAST, the global esports media network delivering world class entertainment experiences, has selected EVS’ market-leading VIA-based technology as the backbone of its new esports production flypack. The mobile solution is designed so that BLAST can produce its own live gaming events in-house. With the Covid-19 lockdown impacting mass gatherings, the flexibility of the live production workflow is enabling the esports giant to address this issue by delivering online-only events.
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Whether you work for a gaming startup or a well-known developer and publisher, the one thing you strive to do more than anything else is create exceptional games.
Many factors can make a game successful – engaging gameplay, enchanting storylines, a sense of community, intense competition – but there’s one important element that’s often less talked about: network infrastructure.
It may not be as sexy as gameplay and graphics, but developers and publishers must weigh several key network infrastructure and connectivity considerations, which often make a difference in getting rave reviews and making money for the business.
Using real-world case studies, interviews, and analysis, Niko Partners and Telstra developed a white paper to help you better understand those considerations.
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The broadcast media industry is no stranger to drastic change that transforms the way content is developed, delivered and digested. Telstra Broadcast Services is committed to supporting the broadcast media and tech industries to deliver breaking news, sporting events and entertainment across all platforms. As we cannot meet our peers at the IBC Show 2020 in Amsterdam, we want to keep the industry moving and share our stories of customer support, technology advancements, including the additions to our global media networks from Europe to Asia, directly connecting two of the world’s biggest markets - India and China, our revelations in esports and gaming capabilities, project successes in major events, tours and international remote production, as well as views of a post-Covid-19 industry. Let’s talk.
The COVID-19 pandemic has relegated live sports from the top of the podium as the most watched and lucrative part of TV schedules. At the same time, the enforced social distancing, school closures and home working has prompted audiences across all age groups to spend more time on video on demand, social media and, in a big way, gaming. As a result, new types of competitive electronic sports are gaining participants and, more importantly for TV, viewership. From drone racing to battle robots, the rise of alternative sports is blossoming. By far the most popular is video gaming esports, with 450+ million viewers globally – and figures show its following growing rapidly as it has emerged as the main live alternative to physical sports during the coronavirus crisis.
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In this IABM TV interview, Umut Özdemir (Sales Executive, Zero Density) discusses Zero Density’s adoption of game engine technology for live virtual production and how the market grows today with new users and events.
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Even before the COVID-19 pandemic began, esports was predicted to be a huge driver of growth for the gaming industry in 2020 and beyond. Now, with mainstream sports around the world on hold and millions of people around globe staying at home to help stop the spread of coronavirus, gaming and esports have become increasingly popular as a way to fill the empty hours of lockdown and isolation.
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