Unlike the broader PC market, which continues shrinking, gaming PC sales are projected to increase over the next couple of years. According to NVIDIA, PC gaming accounts for nearly 40% of the overall gaming business. This percentage is higher than those for consoles, phones, tablets, phones, or any other individual gaming fragment.
PC gaming has seen a renaissance, partly thanks to superior graphics and processing but also the meteoric rise of the eSports scene and free-to-play games. Jon Peddie, president of Jon Peddie Research (JPR), notes that “NVIDIA, Intel, and AMD have enthusiast CPUs and GPUs that are so powerful, when combined with SSD’s and fast memory they absolutely trounce the computing power and gaming capabilities of the newest console generation.”
Gaming has become one of the cornerstones of the entire home and personal PC market. $1000 video cards are flying off the shelves, exciting and demanding new technologies like 4K and VR are on the horizon, and gamers are upgrading in accordance. As major companies evaluate their marketing and R&D budgets, JPR is seeing more investment in gaming oriented designs, and more money spent advertising to this group of consumers. JPR estimated that the gaming hardware market is expected to grow to $30 billion by 2018.
Now, the PC industry is betting BIG on gamers and core gamers are expected to drive recorded growth for PC games. In this report, I hope you can learn how eSports are saving the PC industry and how PC hardware vendors can take advantage of this growing opportunity.
eSports: The Biggest Sport You've Probably Never Heard Ofsparks & honey
With millions of people already playing video games and the popularity of video game competition rising, gamers developed an interest in watching others play for fun, while learning tips to improve their play and witnessing pro-gamers
showcasing their skills.
eSports organizations recognized this trend and created platforms for people to participate and watch. The dramatic rise of game streaming services like Twitch, ESL, and MLG created communities between players and fans.
Then came the big prize money. The professional game casters. Video games broadcast on major networks. Huge, sold-out crowds. Brand sponsorships. And from the beginning, unrelentingly passionate fans.
A perfect sport that fulfills the cultural need to be the hero, to be part of a community as both participant and spectator and experience the thrill of victory.
Esports Playbook: A Guide for Brands and MarketersEsports Group
This report sheds light on core tenets of the eSports experience – which are fundamental to competitive video games. The goal is to aid formation of clear strategy for branding and marketing in eSports. The motivations for eSports participation – from content consumption patterns to reasons for engaging – hold huge implications for how to connect with its consumers.
Presentation showing the rise of E-Sports in India. eSports (short for Electronic Sports) is the name given to professional competitive gaming. In a nutshell, competitors play video games, while being watched by a live audience. Millions more watch the games online.
eSports are not a sport- they are competition, according to ESPN President John Skipper.
Some BENEFITS of esports.
CURRENT TRENDS IN ESPORTS
The global digital gaming market is projected to expand at a CAGR of 15.7% and is expected to be worth USD 264.9 Bn by 2023. The increased proliferation of smartphones and tablets is providing a considerable push to the gaming market globally. Also, the improvement in technology and the ease of access to internet connectivity have given an impetus to live games of MMO and eSports genres. The gaming companies are increasingly preferring digital distribution channels over physical distribution channels, as digital distribution allows easy purchase and downloading of digital content for different gaming platforms.. Read More: https://bit.ly/2ULckcN
eSports: The Biggest Sport You've Probably Never Heard Ofsparks & honey
With millions of people already playing video games and the popularity of video game competition rising, gamers developed an interest in watching others play for fun, while learning tips to improve their play and witnessing pro-gamers
showcasing their skills.
eSports organizations recognized this trend and created platforms for people to participate and watch. The dramatic rise of game streaming services like Twitch, ESL, and MLG created communities between players and fans.
Then came the big prize money. The professional game casters. Video games broadcast on major networks. Huge, sold-out crowds. Brand sponsorships. And from the beginning, unrelentingly passionate fans.
A perfect sport that fulfills the cultural need to be the hero, to be part of a community as both participant and spectator and experience the thrill of victory.
Esports Playbook: A Guide for Brands and MarketersEsports Group
This report sheds light on core tenets of the eSports experience – which are fundamental to competitive video games. The goal is to aid formation of clear strategy for branding and marketing in eSports. The motivations for eSports participation – from content consumption patterns to reasons for engaging – hold huge implications for how to connect with its consumers.
Presentation showing the rise of E-Sports in India. eSports (short for Electronic Sports) is the name given to professional competitive gaming. In a nutshell, competitors play video games, while being watched by a live audience. Millions more watch the games online.
eSports are not a sport- they are competition, according to ESPN President John Skipper.
Some BENEFITS of esports.
CURRENT TRENDS IN ESPORTS
The global digital gaming market is projected to expand at a CAGR of 15.7% and is expected to be worth USD 264.9 Bn by 2023. The increased proliferation of smartphones and tablets is providing a considerable push to the gaming market globally. Also, the improvement in technology and the ease of access to internet connectivity have given an impetus to live games of MMO and eSports genres. The gaming companies are increasingly preferring digital distribution channels over physical distribution channels, as digital distribution allows easy purchase and downloading of digital content for different gaming platforms.. Read More: https://bit.ly/2ULckcN
Blockchain in gaming comes with the same share of advantages like blockchain in any other industries. Blockchain for gaming enhances transparency within the segment.
This PowerPoint presentation basically talks about rise in Esports Industry. ESPORTS ISN’T A NEW TECHNOLOGY OR A NEW FAD. IT’S A FULL BLOWN SHIFT IN ENTERTAINMENT AND CULTURE THAT IS CAPTURING A HUGE AND GROWING AMOUNT OF PEOPLE’S TIME AND Attention.
This publication attempts to introduce the industry of eSports to the average person.
eSports is a growing industry, and it is my belief that it is currently positioned to make a radical impact to today's society - not only through the lens of entertainment and media - but many other ways society operates.
With increasing viewership, prize pools, and influence, eSports has evolved to more than just a game.
The metaverse brings new opportunities for consumers and brands to interact and exchange in a digital frontier. Perhaps the most exciting part about the metaverse is that the experience is truly open to consumers, creators, and companies. In a (virtual) world where anything is possible, brands have limitless possibilities to define the future of engagement and create wholly new revenue streams. We call this the Metaverse Economy. It’s a sandbox, bringing new opportunities and challenges.
What part of the metaverse should you make a play in? How do you connect with consumers in this space? What digital assets and products should you create? Should you tie those assets to the real world? And then there’s the simple (yet complicated) questions that you need to get off the ground. Questions like: “What is the metaverse?"
1. Market observation: High end gaming market, eSports revenue market
2. Most popular eSports game titles
3. 2016 Gaming hardware market estimates
4. eSports revenue estimates
5. Most popular game titles
6. Purchase info source
7. Laptop purchase info source
8. Desktop purchase info source
9. Most followed gaming channels
This presentation gives an overview of how eSports works, what makes it similar to traditional sports, and the challenges it faces as it becomes a more mature industry.
Esports Entertainment Group Inc. (OTCQB: GMBL) is a licensed online-gambling company specializing in e-sports wagering and 18+ gaming. The Company offers bet-exchange-style wagering on e-sports events through a licensed, regulated, and secured platform to the global e-sports audience, currently excluding the US and EU, but with recent US SCOTUS decision, the market in the US could open rapidly. The Company also plans to offer users from around the world the ability to participate in multi-player mobile and PC video-game tournaments for cash prizes. Esports Entertainment is led by a team of industry professionals and technical experts from the online-gambling and video-game industries.
Bring an extra level of hype - expect an understanding of esports, the different games and formats people play, the business side of it, the growing ecosystem, and most importantly its culture. Brought to you by a lifelong nerd babyyy.
Presented by Joe Higgins at SF Learning Night on September 29th, 2015.
In 2017, the Asia-Pacific was the largest regional market for digital gaming but in the present scenario funding in European gaming firms by Chinese acquirers are primarily driving the European market.
eSports: The rise of competitive video gamingHorizons RG
Joint Session:
eSports: The rise of competitive video gaming
Dr. Brett Abarbanel, University of California, Los Angeles
Presented at the New Horizons in Responsible Gambling Conference in Vancouver, February 1-3, 2016
Prodigitaly offers comprehensive solutions to help you design, develop and market your game from start to finish. We specialize in providing comprehensive end-to-end solutions for affordable game development company. As one of the top game design and development companies in the industry, our team of 150+ artists, designers and developers have worked on numerous games for PC, consoles, web and mobile platforms. From 2D platformers to multi-player RPGs with VR integration to casual online, social and mobile games we’ve designed and developed a number of fun and exciting titles. We adapt to the latest tools and frameworks in the market and work with game engines like Unity3D, Cocos2d-x and Unreal as well as technologies like HTML5 and others to build high quality games.
Blockchain in gaming comes with the same share of advantages like blockchain in any other industries. Blockchain for gaming enhances transparency within the segment.
This PowerPoint presentation basically talks about rise in Esports Industry. ESPORTS ISN’T A NEW TECHNOLOGY OR A NEW FAD. IT’S A FULL BLOWN SHIFT IN ENTERTAINMENT AND CULTURE THAT IS CAPTURING A HUGE AND GROWING AMOUNT OF PEOPLE’S TIME AND Attention.
This publication attempts to introduce the industry of eSports to the average person.
eSports is a growing industry, and it is my belief that it is currently positioned to make a radical impact to today's society - not only through the lens of entertainment and media - but many other ways society operates.
With increasing viewership, prize pools, and influence, eSports has evolved to more than just a game.
The metaverse brings new opportunities for consumers and brands to interact and exchange in a digital frontier. Perhaps the most exciting part about the metaverse is that the experience is truly open to consumers, creators, and companies. In a (virtual) world where anything is possible, brands have limitless possibilities to define the future of engagement and create wholly new revenue streams. We call this the Metaverse Economy. It’s a sandbox, bringing new opportunities and challenges.
What part of the metaverse should you make a play in? How do you connect with consumers in this space? What digital assets and products should you create? Should you tie those assets to the real world? And then there’s the simple (yet complicated) questions that you need to get off the ground. Questions like: “What is the metaverse?"
1. Market observation: High end gaming market, eSports revenue market
2. Most popular eSports game titles
3. 2016 Gaming hardware market estimates
4. eSports revenue estimates
5. Most popular game titles
6. Purchase info source
7. Laptop purchase info source
8. Desktop purchase info source
9. Most followed gaming channels
This presentation gives an overview of how eSports works, what makes it similar to traditional sports, and the challenges it faces as it becomes a more mature industry.
Esports Entertainment Group Inc. (OTCQB: GMBL) is a licensed online-gambling company specializing in e-sports wagering and 18+ gaming. The Company offers bet-exchange-style wagering on e-sports events through a licensed, regulated, and secured platform to the global e-sports audience, currently excluding the US and EU, but with recent US SCOTUS decision, the market in the US could open rapidly. The Company also plans to offer users from around the world the ability to participate in multi-player mobile and PC video-game tournaments for cash prizes. Esports Entertainment is led by a team of industry professionals and technical experts from the online-gambling and video-game industries.
Bring an extra level of hype - expect an understanding of esports, the different games and formats people play, the business side of it, the growing ecosystem, and most importantly its culture. Brought to you by a lifelong nerd babyyy.
Presented by Joe Higgins at SF Learning Night on September 29th, 2015.
In 2017, the Asia-Pacific was the largest regional market for digital gaming but in the present scenario funding in European gaming firms by Chinese acquirers are primarily driving the European market.
eSports: The rise of competitive video gamingHorizons RG
Joint Session:
eSports: The rise of competitive video gaming
Dr. Brett Abarbanel, University of California, Los Angeles
Presented at the New Horizons in Responsible Gambling Conference in Vancouver, February 1-3, 2016
Prodigitaly offers comprehensive solutions to help you design, develop and market your game from start to finish. We specialize in providing comprehensive end-to-end solutions for affordable game development company. As one of the top game design and development companies in the industry, our team of 150+ artists, designers and developers have worked on numerous games for PC, consoles, web and mobile platforms. From 2D platformers to multi-player RPGs with VR integration to casual online, social and mobile games we’ve designed and developed a number of fun and exciting titles. We adapt to the latest tools and frameworks in the market and work with game engines like Unity3D, Cocos2d-x and Unreal as well as technologies like HTML5 and others to build high quality games.
Game marketing has changed over the years and this presentation from OrlandoiX15 should give independent game studios and indie game devs a roadmap for launching titles into the current market. Always happy to give advice to studios - sean@ide-agency.com
We get a lot of people asking us what should be in a company deck when they want to pitch a new game to possible partners. This template works as an outline to get the most important info for a game pitch organized and in a format publishers and partners will appreciate. We also work with independent game developers to refine their pitch decks and presentations so they have greater success in the pitching process.
Provides practical tips on how to prepare to enter the marketplace with your product. Relevant for all start-ups that are still in a development phase and contemplating the various pieces that need to be in place for product launch.
The gaming industry is arguably one of the most important and innovative sectors in tech today. Its importance to culture, social networking, and entertainment cannot be understated. The term “entertainment industry” is no longer reserved for Hollywood and
the movie industry. Gaming is now providing the most immersive and awe-inspiring forms of entertainment to more than two billion people around the globe.
WHAT YOU MUST KNOW TO MAKE BIG MONEY BY BETTING ON E-SPORTS.--THINK ONLY GEEKS AND NERDS PLAY E-SPORTS? WELL, THE JOKE IS ON YOU. E-SPORTS IS HERE AND IT'S ALREADY THE "NEXT BIG THING." MORE POPULAR THAN PORN, STREAMING MOVIES, THE NHL AND CASINOS...COMBINED! AND IT'S AUDIENCE AND REVENUE ARE EVEN EXPECTED TO OVERTAKE THE SUPER BOWL THIS DECADE!--IT'S WORLD-WIDE AND STILL GROWING. AND YOU CAN STILL GET IN ON THE GROUND FLOOR. HOW? ACTIVATE THE LINK BELOW TO DOWNLOAD A FREE INTRODUCTION ON HOW TO KILL IT WITH THE E-SPORTS MARKET.
Prediction Analysis of Gaming Cost By Employing Data Mining AlgorithmsYogeshIJTSRD
Video games are a source of entertainment for different age groups. Players who are seeking quality video games spend more money on their systems. In this way they spend a hefty amount on internet, storage, GPU etc. Due to the addictive nature the cost is not negligible and there are not so many researches done on predicting the cost a player has to suffer. In this paper, the gaming cost is being determined by applying different algorithms. Data was collected from different age groups with different characteristics like the choice of storage options, game genres, internet speed and time they spend on games. Different models are being used like Ada boost, logistic regression, Decision tree and Random forest to check the accuracy of prediction analysis. This research will help in development of further models which can measure the gaming cost more accurately. MD. Rhineul Islam | Nakib Aman Turzo | Pritom Sarker Bishal "Prediction Analysis of Gaming Cost By Employing Data Mining Algorithms" Published in International Journal of Trend in Scientific Research and Development (ijtsrd), ISSN: 2456-6470, Volume-5 | Issue-3 , April 2021, URL: https://www.ijtsrd.com/papers/ijtsrd38566.pdf Paper URL: https://www.ijtsrd.com/computer-science/data-miining/38566/prediction-analysis-of-gaming-cost-by-employing-data-mining-algorithms/md-rhineul-islam
This publication serves as the first in-depth DMCC (Dubai Multi Commodities Centre) thought leadership report on the global and local gaming and esports ecosystem. It gathers contributions from key opinion leaders to share their views on where the gaming and esports industry is heading and places emphasis on the drivers of gaming and esports from a technology, culture and business perspective.
This publication serves as the first in-depth DMCC (Dubai Multi Commodities Centre) thought leadership report on the global and local gaming and esports ecosystem. It gathers contributions from key opinion leaders to share their views on where the gaming and esports industry is heading and places emphasis on the drivers of gaming and esports from a technology, culture and business perspective.
Game development innovations like virtual reality and a higher level of internet penetration have made gaming more enjoyable and convenient. Further developments in technologies like blockchain eased asset exchanges within games. While gamers are thrilled to try new releases of their favorite games, game developers should continuously evolve their skills.
https://www.tycoonstory.com/business/game-development-trends-of-2021/
Our Global Games Market Report consists of trends, revenues, and projections for all regions and top countries, market segments, and key countries for the period 2016-2020. Trusted by key players both inside and outside the industry, it provides a clear overview of the current state and future outlook of the global games market.
Mercer Capital | eSports: An Emerging IndustryMercer Capital
eSports is a rapidly expanding industry that has drawn viewers and investments alike. The introduction of streaming platforms, as well as the improvement in mobile technology, has allowed the industry to grow from its arcade hall beginnings in the 1970s to competitors streaming games to millions of viewers globally. In this whitepaper, we provide a brief introduction to the market and expand on the potential growth of this emerging industry.
The Electronic Entertainment Expo, E3, is recognized as North America’s largest gaming expo of the year and an opportunity for the most established and rising developers, publishers, and manufacturers in gaming to showcase and launch upcoming platforms, games and merchandise.
Over the course of 4 days, we focused on how the evolution of gaming can impact brands, both inside and outside of the gaming industry. As ever, our goal was to find the ways to help brands achieve their business objectives through the benefits offered by gaming’s evolution.
Our CEO, Peter Warman, delivered Gameforum's keynote in January 2018 in London. Gaming has entered a new phase of accelerated growth from both a consumer and an industry perspective. Its “new” form is accelerating the convergence of the mobile, sports, media, and entertainment industries. What opportunities do these new dimensions of gaming provide anyone with a stake or interest in the games market and industry?
Have you used a Sony VAIO laptop before? Here you can have a look back at the golden age of Sony VAIO PCs, and learn why an used-to-be innovative PC company failed to meet the market changes and exited the market.
The wireless audio device market is fueled by strong growth in Bluetooth speakers in the lower end of the price spectrum and multiroom audio at the premium end.
According to Strategy Analytics,
- Home Audio device shipments including Integrated HiFi Systems, AV Receivers, Docking Stations, Wireless Speakers and Soundbars will exceed 80 million units globally in 2015 from just over 70 million in 2014.
- Wireless Speakers will account for close to 50% of all Home Audio shipments in 2015. Bluetooth only speakers dominate with around 65% share of sales although the number of Wi-Fi and Wi-Fi/Bluetooth models is expanding as interest in multi-room audio grows.
- Global shipments of Soundbars will grow 36% in 2015 to reach 15 million units as TV manufacturers and audio specialists add new products and features to their line up.
In this report, you will also learn about the key market trends, competitions and how Sonos is keeping its leading position.
Ownership of fitness tracker devices in the U.S. grew from about four million users at the beginning of 2013 to an estimated to an estimated 15 million in 2014, according to research from Parks Associates. The sales of fitness tracker devices will reach 15.6 million units in 2015, according to Consumer Technology Association, formerly Consumer Electronics Association (CEA).
As the connected fitness tracker market grows, expect competition to mount not only from within but especially outside the market from other devices including smartwatches and smartphones/apps. In this study, you can learn more about the technology and market trends.
Wearables devices market and technologyKevin Huang
What is wearable technology?
Simply put, it’s technology that you incorporate into things you wear on a day-to-day basis, and it could be anything from a smart watch, augmented reality glasses, or even a personal health monitor in the form of a bracelet.
The idea is that technology will increasingly become more part of our daily lives, and it will become less intrusive, as it will be part of our clothing, and sometimes even part of our bodies!
Wearable tech presents a fascinating field to study. I have conducted some researches and hope you can also learn more about this high growth market.
Though I have been working in the technology industry, I always think a professional marketer needs to be able to promote an idea, a product, a service, a city, a state, and even a country. I try to think like a marketer in the tourism industry and think about how to promote this beautiful state to more Asian tourists. Feel free to let me know if I miss anything and comments are always welcome. ;-)
The Citizen, Not the Government, Should Be at the Center of Smart City Design. Learn what defines a smart city, how to build a smart city, and who're the leading brands.
If you’ve been relying on traditional public relations tactics, it’s time to breathe new life into your efforts. By focusing on a social approach, you’ll be able to communicate your messages directly with your stakeholders.
In the rapidly evolving landscape of technologies, XML continues to play a vital role in structuring, storing, and transporting data across diverse systems. The recent advancements in artificial intelligence (AI) present new methodologies for enhancing XML development workflows, introducing efficiency, automation, and intelligent capabilities. This presentation will outline the scope and perspective of utilizing AI in XML development. The potential benefits and the possible pitfalls will be highlighted, providing a balanced view of the subject.
We will explore the capabilities of AI in understanding XML markup languages and autonomously creating structured XML content. Additionally, we will examine the capacity of AI to enrich plain text with appropriate XML markup. Practical examples and methodological guidelines will be provided to elucidate how AI can be effectively prompted to interpret and generate accurate XML markup.
Further emphasis will be placed on the role of AI in developing XSLT, or schemas such as XSD and Schematron. We will address the techniques and strategies adopted to create prompts for generating code, explaining code, or refactoring the code, and the results achieved.
The discussion will extend to how AI can be used to transform XML content. In particular, the focus will be on the use of AI XPath extension functions in XSLT, Schematron, Schematron Quick Fixes, or for XML content refactoring.
The presentation aims to deliver a comprehensive overview of AI usage in XML development, providing attendees with the necessary knowledge to make informed decisions. Whether you’re at the early stages of adopting AI or considering integrating it in advanced XML development, this presentation will cover all levels of expertise.
By highlighting the potential advantages and challenges of integrating AI with XML development tools and languages, the presentation seeks to inspire thoughtful conversation around the future of XML development. We’ll not only delve into the technical aspects of AI-powered XML development but also discuss practical implications and possible future directions.
LF Energy Webinar: Electrical Grid Modelling and Simulation Through PowSyBl -...DanBrown980551
Do you want to learn how to model and simulate an electrical network from scratch in under an hour?
Then welcome to this PowSyBl workshop, hosted by Rte, the French Transmission System Operator (TSO)!
During the webinar, you will discover the PowSyBl ecosystem as well as handle and study an electrical network through an interactive Python notebook.
PowSyBl is an open source project hosted by LF Energy, which offers a comprehensive set of features for electrical grid modelling and simulation. Among other advanced features, PowSyBl provides:
- A fully editable and extendable library for grid component modelling;
- Visualization tools to display your network;
- Grid simulation tools, such as power flows, security analyses (with or without remedial actions) and sensitivity analyses;
The framework is mostly written in Java, with a Python binding so that Python developers can access PowSyBl functionalities as well.
What you will learn during the webinar:
- For beginners: discover PowSyBl's functionalities through a quick general presentation and the notebook, without needing any expert coding skills;
- For advanced developers: master the skills to efficiently apply PowSyBl functionalities to your real-world scenarios.
Epistemic Interaction - tuning interfaces to provide information for AI supportAlan Dix
Paper presented at SYNERGY workshop at AVI 2024, Genoa, Italy. 3rd June 2024
https://alandix.com/academic/papers/synergy2024-epistemic/
As machine learning integrates deeper into human-computer interactions, the concept of epistemic interaction emerges, aiming to refine these interactions to enhance system adaptability. This approach encourages minor, intentional adjustments in user behaviour to enrich the data available for system learning. This paper introduces epistemic interaction within the context of human-system communication, illustrating how deliberate interaction design can improve system understanding and adaptation. Through concrete examples, we demonstrate the potential of epistemic interaction to significantly advance human-computer interaction by leveraging intuitive human communication strategies to inform system design and functionality, offering a novel pathway for enriching user-system engagements.
Unlock the Future of Search with MongoDB Atlas_ Vector Search Unleashed.pdfMalak Abu Hammad
Discover how MongoDB Atlas and vector search technology can revolutionize your application's search capabilities. This comprehensive presentation covers:
* What is Vector Search?
* Importance and benefits of vector search
* Practical use cases across various industries
* Step-by-step implementation guide
* Live demos with code snippets
* Enhancing LLM capabilities with vector search
* Best practices and optimization strategies
Perfect for developers, AI enthusiasts, and tech leaders. Learn how to leverage MongoDB Atlas to deliver highly relevant, context-aware search results, transforming your data retrieval process. Stay ahead in tech innovation and maximize the potential of your applications.
#MongoDB #VectorSearch #AI #SemanticSearch #TechInnovation #DataScience #LLM #MachineLearning #SearchTechnology
Climate Impact of Software Testing at Nordic Testing DaysKari Kakkonen
My slides at Nordic Testing Days 6.6.2024
Climate impact / sustainability of software testing discussed on the talk. ICT and testing must carry their part of global responsibility to help with the climat warming. We can minimize the carbon footprint but we can also have a carbon handprint, a positive impact on the climate. Quality characteristics can be added with sustainability, and then measured continuously. Test environments can be used less, and in smaller scale and on demand. Test techniques can be used in optimizing or minimizing number of tests. Test automation can be used to speed up testing.
In his public lecture, Christian Timmerer provides insights into the fascinating history of video streaming, starting from its humble beginnings before YouTube to the groundbreaking technologies that now dominate platforms like Netflix and ORF ON. Timmerer also presents provocative contributions of his own that have significantly influenced the industry. He concludes by looking at future challenges and invites the audience to join in a discussion.
20 Comprehensive Checklist of Designing and Developing a WebsitePixlogix Infotech
Dive into the world of Website Designing and Developing with Pixlogix! Looking to create a stunning online presence? Look no further! Our comprehensive checklist covers everything you need to know to craft a website that stands out. From user-friendly design to seamless functionality, we've got you covered. Don't miss out on this invaluable resource! Check out our checklist now at Pixlogix and start your journey towards a captivating online presence today.
Securing your Kubernetes cluster_ a step-by-step guide to success !KatiaHIMEUR1
Today, after several years of existence, an extremely active community and an ultra-dynamic ecosystem, Kubernetes has established itself as the de facto standard in container orchestration. Thanks to a wide range of managed services, it has never been so easy to set up a ready-to-use Kubernetes cluster.
However, this ease of use means that the subject of security in Kubernetes is often left for later, or even neglected. This exposes companies to significant risks.
In this talk, I'll show you step-by-step how to secure your Kubernetes cluster for greater peace of mind and reliability.
Communications Mining Series - Zero to Hero - Session 1DianaGray10
This session provides introduction to UiPath Communication Mining, importance and platform overview. You will acquire a good understand of the phases in Communication Mining as we go over the platform with you. Topics covered:
• Communication Mining Overview
• Why is it important?
• How can it help today’s business and the benefits
• Phases in Communication Mining
• Demo on Platform overview
• Q/A
Removing Uninteresting Bytes in Software FuzzingAftab Hussain
Imagine a world where software fuzzing, the process of mutating bytes in test seeds to uncover hidden and erroneous program behaviors, becomes faster and more effective. A lot depends on the initial seeds, which can significantly dictate the trajectory of a fuzzing campaign, particularly in terms of how long it takes to uncover interesting behaviour in your code. We introduce DIAR, a technique designed to speedup fuzzing campaigns by pinpointing and eliminating those uninteresting bytes in the seeds. Picture this: instead of wasting valuable resources on meaningless mutations in large, bloated seeds, DIAR removes the unnecessary bytes, streamlining the entire process.
In this work, we equipped AFL, a popular fuzzer, with DIAR and examined two critical Linux libraries -- Libxml's xmllint, a tool for parsing xml documents, and Binutil's readelf, an essential debugging and security analysis command-line tool used to display detailed information about ELF (Executable and Linkable Format). Our preliminary results show that AFL+DIAR does not only discover new paths more quickly but also achieves higher coverage overall. This work thus showcases how starting with lean and optimized seeds can lead to faster, more comprehensive fuzzing campaigns -- and DIAR helps you find such seeds.
- These are slides of the talk given at IEEE International Conference on Software Testing Verification and Validation Workshop, ICSTW 2022.
Essentials of Automations: The Art of Triggers and Actions in FMESafe Software
In this second installment of our Essentials of Automations webinar series, we’ll explore the landscape of triggers and actions, guiding you through the nuances of authoring and adapting workspaces for seamless automations. Gain an understanding of the full spectrum of triggers and actions available in FME, empowering you to enhance your workspaces for efficient automation.
We’ll kick things off by showcasing the most commonly used event-based triggers, introducing you to various automation workflows like manual triggers, schedules, directory watchers, and more. Plus, see how these elements play out in real scenarios.
Whether you’re tweaking your current setup or building from the ground up, this session will arm you with the tools and insights needed to transform your FME usage into a powerhouse of productivity. Join us to discover effective strategies that simplify complex processes, enhancing your productivity and transforming your data management practices with FME. Let’s turn complexity into clarity and make your workspaces work wonders!
How to Get CNIC Information System with Paksim Ga.pptxdanishmna97
Pakdata Cf is a groundbreaking system designed to streamline and facilitate access to CNIC information. This innovative platform leverages advanced technology to provide users with efficient and secure access to their CNIC details.
Building RAG with self-deployed Milvus vector database and Snowpark Container...Zilliz
This talk will give hands-on advice on building RAG applications with an open-source Milvus database deployed as a docker container. We will also introduce the integration of Milvus with Snowpark Container Services.
3. Page 3
Worldwide PC Shipments Decline Again in Q3 2015
Source: Gartner (October 2015)
4. Page 4
Jon Peddie, president of Jon Peddie Research (JPR), notes that
“NVIDIA, Intel, and AMD have enthusiast CPUs and GPUs that are
so powerful, when combined with SSD’s and fast memory they
absolutely trounce the computing power and gaming capabilities
of the newest console generation.”
“Being able to drive 3840 × 2160
(4K) at acceptable frame rates is
already a reality for the highest
end configurations and the mass
market is now able to push 2560
× 1440. PC Gamers with good
displays are able to enjoy millions
and millions of pixels more than
console gamers get on HDTVs.
This translates into being able to
see more and a better gaming
experience.”
10. Page 10
PC – The Most Important Gaming Platform
http://goo.gl/w3qKDj
11. Page 11
"
is considered the gold
standard in PC gaming and
many prefer even faster
speeds, at least twice that
number if VR is involved. “ -
Jon Peddie, President of JPR
Gaming In 4K: The Future Is Now
12. Page 12
Gaming Hardware Market to Grow to $30B by 2018
http://goo.gl/gDAxf2
13. Page 13
PC Gaming Market Landscape in 2017 by Segment
Gaming Hardware Market to Grow to $30B by 2018
(continued)
(numbers in millions)
20. Page 20
The PC Industry Is Betting Big on Gamers
http://goo.gl/mjlKRP
“That will be comforting to Acer, Asus, and
Lenovo in the near term, but eventually
they'll all need to make the transition to
having mobile PC lineups at least as strong
as their desktop and laptop ranges — either
that or they too might be swallowed up by
the same profit black hole that already
consumed Sony's PC division.”
21. Page 21
Core Gamers are Expected to Drive Record Growth
for PC Games
https://goo.gl/VZB2Xw
“The recipe that keeps PC gaming on
top is simple: the platform is accessible
to all markets, and especially so with
the free-to-play and freemium content;
the hardware continues to evolve with
gamers’ lifestyles, offering more choice
and freedom; and, due to the ubiquity of
PC’s globally, it’s easier to share,
communicate and be more sociable with
friends and family. These same factors,
in part, also help explain the meteoric
rise of eSports.”
“Much of the growth is driven by pure demographics. We continue to identify
a core group of consumers for whom playing on the PC is a major pastime,”
said DFC analyst David Cole. “This is, in fact, a fairly new demographic that
skews highly male and is only increasing in buying power.”
22. Page 22 http://goo.gl/PYc9FG
“
, which has become
the only way to play some of the best-looking and
most popular games in the industry and to enjoy
some of the most cutting-edge features online
gaming has to offer. And later this year, that will
also be the only way to play high-quality virtual
reality games, offering players the opportunity to
strap on a headset and transport themselves to all
manner of imaginary worlds.”
There's another thing going the PC's way: A trend
called -- competitive gaming between
highly trained professional gamers -- has become
an international phenomenon grabbing the
attention of tens of millions of people. The top
competitive games are available only on a PC:
Riot's League of Legends and Valve's Dota 2.
Playing Games on the PC Is Making a
Comeback
23. Page 23
How eSports Are Saving the PC Industry
http://goo.gl/Kqt9wi
PC gaming has been hounded by an
ominous narrative for almost as
long as it's existed: it's dying, soon
to be replaced by smaller, more
convenient, more consumer-
oriented gaming devices, or even
phones. Recently, this idea has
completely gone out the window:
“A handful of games are driving this enormous resurgence: Defense of the Ancients 2
(1,262,612 daily players), Counter-Strike: Global Offensive (819,902 players), and of
course, the massive League of Legends which boasts an astounding 27 million daily
players. Most of these games are MOBA (Multiplayer Online Battle Arena) style games.
MOBAs are fast-paced, competitive, team-based action games that follow different
(mostly free) business models and content delivery mechanisms. That free-to-play, pay
for extras model keeps people hooked.”
24. Page 24
Resistance Is Futile: eSports Is Massive ... and Growing
http://goo.gl/Zro0so
SO HOW BIG is this gaming thing? Let's start with this:
, according to market
research firm Newzoo -- meaning that if the eSports nation were actually a
nation, it would be the fifth largest in the world. (They're coming for you
next, Indonesia!) And while eSports have long been biggest in Asia,
especially gaming-mad Korea, North America and Europe now claim 28
million eSports fans and the number is growing by 21 percent a year.
25. Page 25
TWITCH, a video-streaming site that boasts 55 million users, is
arguably the most important contributor to eSports' recent growth.
Offering streams of games and tourneys and access to gaming's
stars, it's also where the next generation of would-be gamers post
their own streams. And apparently someone's watching.
26. Page 26
THE GAMER STEREOTYPE? Young, single, male ... and living
in some sort of basement. In actuality, according to Newzoo, more than
half of American eSports fans are employed full time, 44 percent are
parents and, perhaps most surprising, 38 percent are women (another
study puts it at 44 percent). One part of the stereotype does ring true,
though: eSports fans do tend to be young. Just 28 percent are over 35-
which, of course, is a selling point to advertisers looking to reach the
next generation of consumers.
27. Page 27
PEOPLE WATCH this thing? Well, in a word, yes. When Major
League Gaming launched in the early 2000s, its tournaments played out
in hotel ballrooms before ... dozens of fans. Today, eSports' biggest
tournaments rival practically any sporting event. The League of Legends
Championship sold out Staples Center in 2013, then sold out the
40,000-seat World Cup Stadium in Seoul a year later while drawing an
online audience of 27 million -- more than the TV viewership for the
final round of the Masters.
28. Page 28
PRESENTED WITHOUT comment: as an overall category,
gaming has more YouTube followers than news, movies and
education combined.
29. Page 29
MAMAS, DO let your babies grow up to be eGamers. These five, all
members of team Newbee, totaled $5.03M for winning the 2014 Dota 2
title. The prize pool has increased by more than 580 percent since 2012.
40. Page 40
eSports Revenues to Hit $465M in 2017
Newzoo expects market to
more than double, compares
audience size to NFL
The eSports market, already worth $194
million per year, is set to more than double
in size by 2017 according to a "conservative
scenario" from research firm Newzoo,
which pins a predicted value of $465
million on the sector within two years.
http://goo.gl/NeIUap
46. Page 46
eSports Expand Into the Mainstream, and
Sponsorship Dollars Follow
The Coca-Cola Co. in 2014 is titling
the Coke Zero Challenger Series, a
new development series for the
League of Legends Championship
Series. The partnership supports
the brand’s tie-in with video games
and related platforms.
http://goo.gl/OdrF58
47. Page 47
Corporate Interest in eSports Is Largely Driven
by Three Factors
Access to a hard-to-reach demographic. Competitive gaming provides
access to young adult males, a demographic that does not traditionally watch TV.
Sixty-nine percent of PC/MMO gamers are men, with 21 percent between 26 and 30
years of age, according to Newzoo, a market research and consulting firm that
specializes in the gaming community.
A large participant base. The size of the electronic sports community is
staggering. Case in point: 32 million people play League of Legends each month.
Global reach. Electronic sports tournaments can provide sponsors global reach
through live video streams of both online and off-line tournaments.
Most tournaments stream competitions through their own web sites or Twitch.TV, a
streaming platform dedicated to the gaming market. And viewership of live games is
growing: The Electronic Sports League recorded 81.3 million view sessions on Twitch
in 2013, up from 5.4 million in 2009.
Electronic sports properties also can provide reach through social media. World of
Warcraft has 5.3 million Facebook likes, League of Legends has 4.1 million likes
while Dota 2 has 1.4 million likes.
53. Page 53
4. Augmented Reality (AR)
Eventually we may even have a gaming
session with wearable UI like Google
Glass where you don’t even need to hold
up a console or device, and playing a
game almost feels like you’re on the
ground in the gaming realm.
54. Page 54
5. Cloud Gaming
With Cloud Gaming, we need not wait
forever to get updates to high-quality
games. It’s all in the cloud and all we have
to do is connect to it with a stable Internet
connection and play to our heart’s content.
Games will also be cheaper and more
easily accessible via computers and even
tablets. How much longer need we wait for
this? In August 2012, Sony has purchased
Gaikai the world’s largest and most
widespread cloud gaming service for $380
million and is incorporated it into
PlayStation 4.
56. Page 56
At the Oculus Connect developer
summit in Los Angeles, Oculus VP of
product Nate Mitchell gave attendees a
number of product updates. Most
notable was the “Oculus Ready”
program, which will help PC
manufacturers denote which models
will be able to deliver a satisfying VR
experience when used with the Rift
headset. Asus, Dell, and Alienware will
all be releasing Oculus Ready
configurations at what Mitchell
termed “varying price points”—but
notably, all three will have rigs for less
than $1,000, and all three will have
options as bundling options for Rift
purchasers when the headset becomes
available in the first quarter of 2016.
'Oculus Ready' PC Program Offers VR-ready Rigs
for Less Than $1,000
http://goo.gl/wgan6M
57. Page 57
Acer to Attack Gaming Market with Predator Line
of PC Products
http://goo.gl/62R4BS
58. Page 58
HP – Let the Games Begin
HP Returning to PC Gaming Hardware Market with Omen
http://goo.gl/JvUwy3
HP dropped out of the gaming market years ago,
but their new notebook marks a shift in the
companies goals.
The Omen is a 15.6″ laptop with an Intel Core i7
CPU, GeForce 860M graphics, 8GB of RAM, a
128GB SDD and a 1920 x 1080 display. Nothing
overly fancy or innovative there, but it’s certainly
going to pack enough performance punch to run
high-end PC games.
It’s milled from a solid piece of aluminum, with
tapered edges and a speaker grill down each side.
The keyboard features red LED backlighting and
six programmable function keys. The whole unit is
just 20mm thick and weighs 4.68 pounds (2.1kg).
The Omen will be available from the 4th
of November online and in retail stores a
few weeks afterwards. Prices are
expected to be $1,499 for the base model.
It certainly looks gorgeous, but we’ll wait
and see how it performs in benchmarks.
59. Page 59
Lenovo Eyes Up PC Gaming Market with New
Y Series
Crafted for the growing population of working gamers who now demand a powerful and
stylish machine that can move with them through their life from day to play. The family
of new Y series devices and accessories have been built to serve mature gamers in their
professional and social life, says Lenovo.
60. Page 60
The Alienware Steam Machine Was Born Out of a
Desire to Evolve the Gaming Ecosystem
http://goo.gl/X52MJG
61. Page 61
Steam Reportedly Raked in $1.5bn in Revenue
in 2014
http://goo.gl/5Ah3A1
According to market data firm SuperData, they recently released numbers to The Know in
which it was revealed that in 2014 alone, Valve managed to pull in about $1.5 billion in
revenue from Steam. SuperData revealed that about $400 million alone was brought in by
Valve’s own games such as DotA 2, Team Fortress 2, and Counter-Strike Global Offensive.
Also given that Steam, just like most app stores, takes a 30% cut from sales of other
games by other developers, it has been estimated that these royalties are around the
$330 million mark. It’s interesting that despite the fact that games like DotA 2 are free,
they still manage to pull in quite a bit of money, largely thanks to its in-game purchases
for vanity items.
Of course at the moment the king of MOBAs is still Riot Games’ League of Legends,
which last we heard raked in a very cool $1 billion in 2014 alone, which is two-thirds of
what Valve made on Steam overall.
Multiplayer Online Battle Arena (MOBA)
Massively Multiplayer Online (MMO)
62. Page 62
Amazon Enters PC Gaming Market, Seeks
Game Developers
http://goo.gl/nWKT3V
63. Page 63
Downloadable Titles Make Up 92% of PC Games Market
http://goo.gl/Aql5XJ
Up from 48 percent of the market in 2010, thanks in large part to free-to-play.
A full 92 percent of PC game sales in 2013 came from digital downloads, as DFC Intelligence recently
told British tech site PCR…….. it lines up with other numbers reported throughout the industry. Last
year (2013), Payday 2 publisher Starbreeze announced that 80 percent of its 1.58 million first-month
sales came from downloads, for instance. And let's not forget the scores of PC games that are totally
ignoring retail sales for 100 percent downloadable releases these days, from Dota 2 to Day Z.
Download-dominated PC gaming is a newer phenomenon than some gamers might realize. As recently
as 2010, analyst firm NPD was estimating that downloads made up only 48 percent of all PC game
sales.
One possible reason for the sharp increase over the last four years is money brought in from newly
ascendant free-to-play and microtransaction-driven PC games. In April, a DFC report on the PC games
market found that free-to-play games, especially MOBAs like League of Legends and Dota 2, were
driving heavy increases in overall PC game spending, pushing it above overall console game spending
for the first time in recent memory.
The market for game downloads looks very different in the console space, where analyst firm EEDAR
estimates that downloads make up less than 20 percent of game sales (though the group sees that
proportion growing to 50 percent by 2018). Last month, EA revealed that "full game downloads" make
up only 10 to 15 percent of its console game business.
Despite the download's victory on PC, few gamers seem to have given up disc-based games entirely
across the industry. An NPD survey earlier this year found that only 16 percent of US gamers played
downloadable games exclusively across consoles, PC, and mobile.
64. Page 64
“The future of gaming isn’t mobile any more than the future of
gaming is console or PC: the future of gaming is gaming.
Devices that are getting increasingly good at talking to each other
and developer tools that work across different platforms are only
going to further unify what currently feel like disparate markets, and
the games will follow. The companies that truly reap the benefits
from that shift are going to be the ones that use their skill and
knowledge of game design to figure out new experiences that gamers
want, regardless of the platform — look at Minecraft, which is neither
a mobile game nor a console game nor a PC game: it’s all three.”
Mobile Isn't the Future of Gaming
(And Consoles Aren't Either)
http://goo.gl/6KLgaF