Why Network Infrastructure is an Increasingly Critical Piece of the Gaming and Esports Ecosystem

Why Network Infrastructure is an Increasingly Critical Piece of the Gaming and Esports Ecosystem

Skip to content
IABM
Login / Register
The MediaTech Vantage account needs to be created. Please contact the administrator
Menu
  • Home
  • Join IABM
    • Join IABM
    • Global Engaged Partner Program
    • Affiliate Membership Program
    • Trade Show Support
    • IABM Member Companies
    • Benefit Comparison Grid
    • Discount Calculator
  • IABM Impact (IABM at IBC 2025)
  • News
    • All News
  • Knowledge Hub
      • Topics
          • Topics
          • Ad Tech
          • Adjacent Markets
          • AI/ML, Data & Analytics
          • At-Home/Remote Production
          • Business Models
          • Cloud & Virtualization
          • Consumer Habits & Experiences
          • Data Privacy & Management
          • Digital & Social
          • Digital Transformation
          • Edge Computing
          • Financials, Investment & M&A
          • Imaging
          • Immersive
          • Insight & Analysis
          • IP Transport & Networking
          • Mobile
          • Next-Gen Hardware
          • Next-Gen Standards
          • OTT & Streaming Platforms
          • Programming & Creative
          • Rights & Legal
          • Sales & Marketing
          • Security
          • Skills & Education
          • Social Media
          • Supply Chain
          • Sustainability & Inclusion
          • Content Chain Elements
          • Create
          • Produce
          • Manage
          • Publish
          • Monetize
          • Connect
          • Support
          • Store
          • Consume
      • IABM Journal
          • Journal Coverjournal 134
          • Journal 134
          • Journal 133
          • Journal 132
          • Journal 131
          • Journal 130
          • Journal 129
          • Journal 128
          • Journal 127
          • Journal 126
          • Journal 125
          • Journal 124
          • Journal 123
          • Journal 122
          • Journal 121
          • View all
      • Spotlight Reports
  • MediaTech Intelligence
    • MediaTech Vantage
    • MediaTech Radar
    • Bespoke Research
  • Skills & Development
    • Training Courses
    • E-Learning Courses
    • Training Partners
    • Student Awards
  • Our Community
    • IABM Team
    • IABM Members’ Board
    • Member Councils
      • Americas’ Council
      • APAC Council
      • DACH Council
      • EMEA Council
      • UK Council
    • IABM Business Standard
    • Honorary Members
  • Events & CatchUp
    • Events Calendar
    • IABM Supported Events
    • NAB Show 2025 Content
    • In Conversation with
    • IABM 2024 Content
  • Technology
    • Technology & Trends Roadmap
    • Standards Monitoring Group
    • Standards Activities
  • BaM™ Shop Window
    • Search the BaM™ Shop Window
    • BaM™ Shop Categories
    • BaM™ Shop Window Product Submission
    • BaM™ Shop Window FAQ’s
    • BaM Content Chain
  • Dealer Directory

Articles

Thought leadership articles by IABM and our members
Articles taken from IABM's journal and at show papers
To submit your article email marketing@theiabm.org

Search the IABM Knowledge Hub


Tag: Video gaming

Why Network Infrastructure is an Increasingly Critical Piece of the Gaming and Esports Ecosystem

In May 2019, the League of Legends Mid-Season Invitational, set in Chinese Taipei and Vietnam, drew peak viewership north of 1.7 million. The massive audience watched in near real-time as G2 Esports claimed the title, knocking off Team Liquid 3-0 in the finals. Production for the event was done remotely, thousands of miles away in Riot Games’ studio in Los Angeles. Via a mix of local internet providers in combination with Riot Direct, the company’s privately owned global internet network, video and audio HD feeds were sent from Asia to L.A., where the feeds were edited, finalized for broadcast and sent back to streaming and broadcast partners throughout the world.

View More

Game on! Facilitating the (further) rise of esports in Europe

While in popular perception the esports market is centered around the twin loci of North America and Asia, Europe is fast becoming an esports hotspot. It accounts for almost one-third of all global esports revenues and is host to more than 70 million esports viewers. However, it remains far less homogenous and represents a far more diverse mix of countries and cultures than America and China Europe’s rich and diverse games heritage traces back to the earliest days of games development, including some of the biggest titles in the business, ranging from Minecraft (Mojang, Sweden), through Grand Theft Auto (Rockstar North, Scotland), and on to the ubiquitous Candy Crush Saga (King, Sweden). It is unsurprising to see European developers amongst the first organisations that made esports popular, especially in the West. Amongst them are major players such as Germany’s ESL, which is now arguably the world’s largest esports organization.

View More

How Esports Is Challenging Traditional Sports Broadcasting

Esports, or Electronic Sports, is fast becoming a household name as the new star of the sports broadcasting and entertainment industry. Simply put, the term ‘eSports’ covers competitive gaming on a professional scale - with the Fortnite World Cup and the League of Legends World Championship series becoming some of the most anticipated events set to take place in 2020. In July of 2019, the Fortnite World Cup took place in a sold-out Arthur Ashe stadium with well over 2 million people watching live gameplay across the world. With news of the solo tournament winner Kyle Giersdorf taking home a cool $3M, eSports was catapulted even further into the mainstream - and became impossible to ignore.

View More

The Switch Esports White Paper: Everything You Ever Wanted To Know About Esports TV But Were Afraid To Ask!

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.

View More

FileCatalyst Case Study: IO Interactive

IO Interactive is an independent video game developer based in Copenhagen, Denmark and the creative force behind some of the most talked-about multi-platform video games to emerge in the last decade. Starting with the groundbreaking and award-winning Hitman series, IO Interactive has since developed the cult classic “Freedom Fighters”, the controversial “Kane & Lynch” series and the adorable “Mini Ninjas”. Dedication to creating original IP and unforgettable characters and experiences are the hallmarks of IO Interactive.

View More

IABM Platinum Members

IABM Gold Members

IABM
View all Members

Connect. Support. Inform

  • twitter_icon
  • ln_icon

  • About Us
  • Contact Us
  • IABM Privacy Policy
  • IABM Cookie Policy

© 2025 IABM IABM is company limited by guarantee. Registered in England No: 5262009. Registered Office: 105 High Street, Worcester, WR1 2HW

X