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Esports &ExtremeNetworks
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The TraditionalPerception of Video Gaming…
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What Esports Looks Like Today
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Agenda
Extreme Intro
An Esports case study (SUNY Canton)
College Enrollment, Recruitment, and Marketing
Esports Industry and Future
Technology of Esports
• A Network Focus
https://www.extremenetworks.com/esports/
CONFIDENTIAL.©EXTREMENETWORKS,INC.ALL RIGHTSRESERVED.
We Are Extreme
 Founded 1996
 Revenue: $1.2 Billion
 2900 employees
 NASDAQ: EXTR
 HQ in San Jose, CA
TECHNOLOGYCOMPANY PEOPLE
 20+ year pioneer in networking
 Industry’s 1ST GigE/10 GigE Switch
 500+ active patents
 CloudDriven End-to-End Networking Solutions
 ~50,000 Customers
 11,000+ Partners
 Businessin80+ countries
 100% Insourced
Service&Support
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Trusted by Over 50%of the Fortune 50
EducationHealthcare Government Hospitality Manufacturing
Transportation
and Logistics
Retail Service Provider
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Investing for Growth
2016
2017
2019
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Industry Analyst Verified
2019LAN/WLANMagic Quadrant
TopThreein Data Center Critical Capabilities
HighestRated Service and
Supportin Gartner Peer Insights
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Extreme in HighDensity Environments
12 NFL Teams: High-Density Wi-Fi
25 NFL Teams: Wi-Fi Analytics
Super Bowl LIV: Wi-Fi Solutions and
Wi-Fi Analytics
• Official Wi-Fi Network Solutions Provider
• Official Wi-Fi Analytics Provider
• Super Bowl LIV: Wi-Fi Analytics Provider
• Super Bowl LIV: Wi-Fi Network Solutions Provider
CONFIDENTIAL.©EXTREMENETWORKS,INC.ALL RIGHTSRESERVED.
Esports inHigher Educationtoday
Currentlythereare over145schools withinstitutionallysupportedprograms
Average programstartuptimeline is 12 - 18months –Extreme can assist in improvetimelines.
Average number ofathletes ina varsityprogram:12(grows as additionalgames areaddedtothe lineup)
CONFIDENTIAL.©EXTREMENETWORKS,INC.ALL RIGHTSRESERVED.
Doyou have anesports
program?
Global Esports EconomyTopped$1 Billion for the First
Time in 2019
Areyou considering adding an esports
programat yourschool?
High School eSports League (HSEL) already has 1,700school
districts and 45,000participating students.
79%
21%
eCampus/Extreme Esports Survey:
YES
NO
26%
29%
45%
YES MAYBE NO
CONFIDENTIAL.©EXTREMENETWORKS,INC.ALL RIGHTSRESERVED.
Esports Case Study
CONFIDENTIAL.©EXTREMENETWORKS,INC.ALL RIGHTSRESERVED.
SUNY Canton
SmallruralpublicschoolinNorthernNewYork
3200students
• 1,200on-campus students
• 1,000online
• 1,000commuters
• Most of our students arefrom NY (NYC)
New York’s premier college for career-driven bachelor’s, associates, and
professional certificates. SUNY Canton delivers quality hands-on
programs in digital design, engineering technology, health, management
and public service.
CONFIDENTIAL.©EXTREMENETWORKS,INC.ALL RIGHTSRESERVED.
Reasons SUNY Canton LaunchedEsports
Conversationsstartedwithonlinestudents,retentionratesandgraduationrates(41%ofourstudentsare
enrolledinfullyonlineprograms)
• Seeking opportunities to engage online students
• How do we do that, especially with things like athletics ……throughesports
- Esports offers opportunities to deepen theirconnectionto thecollege community
- Oneof our first online gamersplayed competitive Leagueof Legendsfrom his residencein Florida withhis teammatesin NewYork
Receivedgrant fundingfromSUNYtodevelopcampuslifeforonlinestudentsandelevateouronline
enterprise
Hireda part-timeesportscoach
CONFIDENTIAL.©EXTREMENETWORKS,INC.ALL RIGHTSRESERVED.
StartingAn Esports Team
Do you have a location and equipment to
compete?
Find a champion… or two (technicalchampion and
game champ)
Gauge interest (there are numerous games to
choose from)
- Sign ups, email oreven start with a quick, fun
tournament
Play!!!
CONFIDENTIAL.©EXTREMENETWORKS,INC.ALL RIGHTSRESERVED.
Student-AthleteExperience
Competitive esports athleticprogram, join the ECAC
for games and leagues.
Not the traditional student-athlete
Esports –leadership, sportsmanship, teamwork, social
skills, pride, representthe college, etc…
Academic synergy with great majors
Ability for online students to compete
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SUNY Cantonand Extreme
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Esports Arena Opens
August 24, 2018
Crown jewel of the campus
• Largest installation of Alienware machines(25)in the Northeast
• Extreme’s Smart OmniEdge and Automated Campus solutions deliver high-speedWiFi, management and
analytics capabilities
• 5 flat screen stations with PS4 Pros, Xbox One Xs, Nintendo Switches
Great stop to showcase technology onAdmissions OpenHouse tours
Students pass by and are amazed - even if they aren’t interested in competitive gaming
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Roody, SUNY ChancellorJohnson,
President Szafran
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College Enrollment,
Recruitment,and Marketing
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Enrollmentin Game Design, TCOM,Cyber, & GMMD
2017
67 Students
17Esports competitors
2018
149 Students
45 Esports competitors
2019
250 Students
100 Esports competitors
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After Esports - Media Explosion
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EstimatedFree Marketing
$1.2 Million
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Other Marketing Efforts
Mountain Dew Game Fuel
New York State Museum Esports Exhibition
ECAC Esports Invitational 2018, 2019 – Albany, NY
Extreme Connect 2019 – Nashville,TN
CONFIDENTIAL.©EXTREMENETWORKS,INC.ALL RIGHTSRESERVED.
EngageA New GenerationOf Learners
 Studentsinvolvedinesports(whetheroncampusoronline) buildcommunity withone another,whereasthey mayhavebeenisolatedbefore
 Asstudent athletes,they developleadershipskills,workcollaboratively,strategizeasa team,work throughproblems,developsoft skills(how to negotiate,compromise,
communicatewithteammates)= studentdevelopment
 Success Mindset (Why High School Sports Benefit Students(November19, 2019 |byGraceChen)
We Play Moms outlines the mindset for success that is instilled in student athletes, which includes:
- Timemanagementskills
- Creativityinfindingwaystoimprove
- Strongfocusandconcentrationdevelopment
- Internalskillsforhandlingpressure
- Learningwhentotakerisks
- Takingresponsibilityforindividualperformance
Theseskillsgofarbeyondthesportsfieldorevenbeyondhighschool. Studentathletesreapthebenefitoftheirtrainingfor therestoftheirlives.
 The GPA standardsandstudent conductexpected ofourtraditionalathletesareexpected of ouresportsathletes
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EsportsIndustry and Future
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SUNY CantonEsports Promo Video
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Preparing studentsfor thefutureindustries
Interest in esports is escalating,impacting enrollment
• Expected to grow to $1.4 billion by 2020 across the world, at a rateof 40 percent a year
Colleges are currently developing anesports management degree that prepares students for the
business of esports
• Job opportunities incl. sports sales, sports marketing, public relations and social media, video editor, event
and tournament management, account manager,broadcaster, coach
• Aligns and complements currentcurriculums like Game Design, Graphic and Multimedia Design,
Technological Communication, and Cybersecurity programs
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Esports as an industry
• In 2019the video gameindustry projectedvalue is$138BN,threetimes the film industry
• Viewershipof esportshas increasedto over 450Mworldwideand is expectedto beover600Mby 2022
• This yearEsportsindustry revenueis expectedto surpass $1.1B
• The 2018League of LegendsWorld Championship had over 99.6Munique viewersglobally, comparable to the 103M
viewersfor the Super Bowlthat sameyear.
• A recentDota2 eventhad eachplayer on the winning team earna payout around $3 millionwithtotal payout of $33
millionfor theevent.
• The Fortnite World Cup's $3 million top prize surpassesthe winner'sprize money inmajortraditional eventssuch as
Wimbledon($2.98 million), TheIndianapolis 500($2.53million) and TheMasters($1.98million)
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Predictions about thefutureof esports
Collegiate esportswill continuetogrow in popularity.
Morefranchisedesportscompetitionswill showup.LeagueofLegends isalreadythere, andOverwatchis closing
in onit aswell.
Esportsbroadcastswill become morepopularin sportsbars.
Twomedia giants,TurnerSportsandWME-IMG, recentlyannouncedthattheyarepartneringtonotjust airmore
competitivegaming programming,buttheyalso arecreating anew competitivegaming league. 2016,RossKelly,
CBSLocalSports.
Aformer“BigBangTheory”starandoneoftheshow’swritersaredeveloping amulti-cameracomedy abouteSports at
NBC.ByJOEOTTERSON,OCTOBER22,2019
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TechnologyofEsports
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ThreeCritical Pillars
• Design
• Computing
• Infrastructure
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Infrastructure and Computing
TheEsportsArena:
• 1800sq. ft. two storyroom
• 24gaming stations
o AlienwareArea-51PCs withAMD Ryzen™ Threadripper™2920X
processor,GTX 1080Tivideo cards and 32Gb of RAM.
o Alienware25”240Hzmonitor witha 1msrefreshrate
o Alienwarepro gaming keyboardsand elitegaming mouse
o VertagearSL500gaming chairs
o LogitechG633Artemisheadsets
o 1 Alienware shout caster /streaming station with dual monitors andYeti 3 mic.
o Five 55”4K LCDseach with PS4 Pro,Xbox One X, andNintendo Switch for
console gaming
o Team game review andmeeting space with 80” 4KLCD.
o Lockers for team members tostore personal peripherals andequipment
o Indirect RGB lighting
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Esports: A Network Focus
ESPORTS
Latency/
Performance#1
Visibility Security Cloud/ISP Tools/Network-
Management
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Esports: A Network Focus: Latency/Jitter
“Anythingover1 or2 Mbpsdownloadspeed isgoingtobesufficient formost onlinegaming.
-
Whatmatters foronlinegamers is low latency. Latency(defined asthe averagetime ittakes anetwork packet totravelfrom you,toaserver, andback)isthatlagyoucan sometimes
see online, beitinawebpagedownloadstuttering orgame strugglingtokeep up.”
IND (Interpolation Delay) is insome games Stat’sDisplay.
IND is the small buffer of time between when your client gets information from the server, and when it's shown to you inthe game.
This is normally around 50-60ms for normal games.
RTT (Round Trip Time)
https://www.imperva.com/learn/performance/round-trip-time-rtt/
Round-trip time (RTT)is the duration, measured inmilliseconds, from when a browser sends a request towhen it receives a response from a server. It’s a key
performance metric for web applicationsand one ofthe main factors, alongwith Time to First Byte (TTFB), when measuring page load time andnetwork latency
Protocols
Onlinegaming uses TCP for non-critical traffic such as chat, game lobbies, etc.
TheGame traffic uses UDP.
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Esports: A Network Focus: Visibility
If you can’t see it, you can’t manage it.
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Esports: A Network Focus: Security
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Esports: A Network Focus: Cloud/ISP
https://www.pcmag.com/news/365904/the-best-gaming-isps-of-2019
https://www.pcmag.com/article/350064/the-best-gaming-isps-of-2017
“According tothe PCMagGaming Quality index, anything over 1 or 2 Mbps download speed is going tobe
sufficient formost online gaming. The hardworkof making a game look goodandrun smoothly is, after all,
handled by the harddrivesandgraphics cardsof yourconsoles or gaming PCs.
What matters foronline gamers is low latency. Latency (defined as the average time it takes a network packet to
travel from you, toaserver, andback) is that lagyou can sometimes see online, be it in aweb page download
stuttering orgame struggling tokeep up. An ISPneeds toprovide consistent andstable connection tothe internet
servers used foronline playbetween players.
One thing you can't always count on year toyear is the gaming quality of a connection. The latency on ISPs can be
up one year anddown another, sometimes with startlingly different numbers.”
CONFIDENTIAL.©EXTREMENETWORKS,INC.ALL RIGHTSRESERVED.
Esports: A Network Focus: Cloud/ISP
“A CDN is a networkof strategicallyplacedservers,eachholdinga copy of a website’scontent.It’sableto addressthe factorsinfluencingRTT in
the followingways:
• Points of Presence (PoPs)
A CDN maintainsa networkof geographicallydispersed PoPs—datacenters,eachcontainingcachedcopiesof sitecontent, which
areresponsibleforcommunicating with sitevisitorsin theirvicinity. Theyreducethedistancea signalhasto travel andthenumber
of networkhopsneededto reach a server.
• Web caching
A CDN cachesHTML,media, andeven dynamicallygeneratedcontentona PoPin a user’sgeographicalvicinity. Inmanycases,a
user’srequestcan be addressedbya local PoPand doesnot needto travelto an origin server,therebyreducing RTT.
• Load distribution
During high traffic times, CDNs routerequeststhroughbackupserverswith lowernetworkcongestion,speedingupserver
responsetimeandreducingRTT.
• Scalability
A CDN serviceoperatesin the cloud, enablinghigh scalabilityandthe abilityto processa nearlimitlessnumberof userrequests.
Thiseliminatesthepossibilityofserversidebottlenecks.
• Tier 1 access
CDNs haveagreementswith the biggestInternetServiceProviders(ISPs)to provideTier1 accessto the internetbackbone.This
reducesthe numberof networkhopsa connectionmust travelthrough, greatlyreducing a signal’sroundtrip time.”
https://www.imperva.com/learn/performance/round-trip-time-rtt/
https://www.keycdn.com/blog/cdn-for-gaming
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Esports: A Network Focus: Tools/Network-Management
ExtremeManagementCenter,CampusFabric, ServiceandSupport– Ranked#1
A single place for Granular Visibility and Management of the
Wired and Wireless Edge to Data Center and Cloud
CONFIDENTIAL.©EXTREMENETWORKS,INC.ALL RIGHTSRESERVED.
CLOUD-DRIVENEnd-to-EndPortfolio
OpenEcosystem
Insights and Analytics
Automation
Securityand
Access Control
Managementand
Orchestration
ExtremeCloud™ IQ
Public Cloud Private Cloud On-Premises
EDGE CAMPUS DATA CENTER
Builton 3rd GenerationCloud,Machine-Learning,andAI
TechnologiesSupportedby AwardWinningSupportand Services
CONFIDENTIAL.©EXTREMENETWORKS,INC.ALL RIGHTSRESERVED.
CLOUD-DRIVENCustomizable Solutions
SERVICES
AND SUPPORT
ExtremeNetworksis rated #1in
the industry
CLOUD-DRIVEN
INFRASTRUCTURE
Extends fromthe branch,totheedge, tothe
campus,tothedata center,tothe cloud.
From mobility, toswitches,torouters –
Extremehas your network covered
OPENECOSYSTEM
Device, Stack,Cloud, andApplication
partners
SECURITY
Intrinsic, multi-layered security
capabilities
INSIGHTS & ANALYTICS
Track user,application, and
IoTdevice usage real-time
MANAGEMENT &
ORCHESTRATION
End-to-EndCloud-Driven Network
Management
andVisibility
HUMAN
ExtremeElements createssuperior
human experiences. The most
important element is the Human
element.
Networkand
Ecosystem
AUTOMATION
ExtremeElement PartnerElement
Security and
AccessControl
Automation
Insights and Analytics Management and Orchestration
Cloud-Driven Infrastructure
Services and Support
Open Ecosystem
CONFIDENTIAL.©EXTREMENETWORKS,INC.ALL RIGHTSRESERVED.
Anything isPossible with the Right Combination of Elements
HUMAN
Extreme Elements creates
superior human
experiences. The most
important element is the
Human element.
SERVICES
AND SUPPORT
Extreme Networks is
rated #1 in the industry
CLOUD-DRIVEN
INFRASTRUCTURE
Extends from the branch, to the
edge, to the campus, to the data
center, to the cloud. From
mobility, to switches, to routers
– Extreme has your network
covered
OPEN ECOSYSTEM
Device, Stack, Cloud, and
Application partners
SECURITY
Intrinsic, multi-layered security
capabilities
INSIGHTS &
ANALYTICS
Track user, application,
and IoT device usage
real-time
MANAGEMENT &
ORCHESTRATION
End-to-End Cloud-Driven
Network Management
and Visibility
Network and
Ecosystem
AUTOMATION
Extreme Element Partner Element
Complete software, hardware, and humansolutions
CONFIDENTIAL.©EXTREMENETWORKS,INC.ALL RIGHTSRESERVED.
Esports: A Network Focus: Elements
A Happy EsportsPlayer/Student
Thank You!

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Esports and Extreme Networks

  • 5. CONFIDENTIAL.©EXTREMENETWORKS,INC.ALL RIGHTSRESERVED. Agenda Extreme Intro An Esports case study (SUNY Canton) College Enrollment, Recruitment, and Marketing Esports Industry and Future Technology of Esports • A Network Focus https://www.extremenetworks.com/esports/
  • 6. CONFIDENTIAL.©EXTREMENETWORKS,INC.ALL RIGHTSRESERVED. We Are Extreme  Founded 1996  Revenue: $1.2 Billion  2900 employees  NASDAQ: EXTR  HQ in San Jose, CA TECHNOLOGYCOMPANY PEOPLE  20+ year pioneer in networking  Industry’s 1ST GigE/10 GigE Switch  500+ active patents  CloudDriven End-to-End Networking Solutions  ~50,000 Customers  11,000+ Partners  Businessin80+ countries  100% Insourced Service&Support
  • 7. CONFIDENTIAL.©EXTREMENETWORKS,INC.ALL RIGHTSRESERVED. Trusted by Over 50%of the Fortune 50 EducationHealthcare Government Hospitality Manufacturing Transportation and Logistics Retail Service Provider
  • 9. CONFIDENTIAL.©EXTREMENETWORKS,INC.ALL RIGHTSRESERVED. Industry Analyst Verified 2019LAN/WLANMagic Quadrant TopThreein Data Center Critical Capabilities HighestRated Service and Supportin Gartner Peer Insights
  • 10. CONFIDENTIAL.©EXTREMENETWORKS,INC.ALL RIGHTSRESERVED. Extreme in HighDensity Environments 12 NFL Teams: High-Density Wi-Fi 25 NFL Teams: Wi-Fi Analytics Super Bowl LIV: Wi-Fi Solutions and Wi-Fi Analytics • Official Wi-Fi Network Solutions Provider • Official Wi-Fi Analytics Provider • Super Bowl LIV: Wi-Fi Analytics Provider • Super Bowl LIV: Wi-Fi Network Solutions Provider
  • 11. CONFIDENTIAL.©EXTREMENETWORKS,INC.ALL RIGHTSRESERVED. Esports inHigher Educationtoday Currentlythereare over145schools withinstitutionallysupportedprograms Average programstartuptimeline is 12 - 18months –Extreme can assist in improvetimelines. Average number ofathletes ina varsityprogram:12(grows as additionalgames areaddedtothe lineup)
  • 12. CONFIDENTIAL.©EXTREMENETWORKS,INC.ALL RIGHTSRESERVED. Doyou have anesports program? Global Esports EconomyTopped$1 Billion for the First Time in 2019 Areyou considering adding an esports programat yourschool? High School eSports League (HSEL) already has 1,700school districts and 45,000participating students. 79% 21% eCampus/Extreme Esports Survey: YES NO 26% 29% 45% YES MAYBE NO
  • 14. CONFIDENTIAL.©EXTREMENETWORKS,INC.ALL RIGHTSRESERVED. SUNY Canton SmallruralpublicschoolinNorthernNewYork 3200students • 1,200on-campus students • 1,000online • 1,000commuters • Most of our students arefrom NY (NYC) New York’s premier college for career-driven bachelor’s, associates, and professional certificates. SUNY Canton delivers quality hands-on programs in digital design, engineering technology, health, management and public service.
  • 15. CONFIDENTIAL.©EXTREMENETWORKS,INC.ALL RIGHTSRESERVED. Reasons SUNY Canton LaunchedEsports Conversationsstartedwithonlinestudents,retentionratesandgraduationrates(41%ofourstudentsare enrolledinfullyonlineprograms) • Seeking opportunities to engage online students • How do we do that, especially with things like athletics ……throughesports - Esports offers opportunities to deepen theirconnectionto thecollege community - Oneof our first online gamersplayed competitive Leagueof Legendsfrom his residencein Florida withhis teammatesin NewYork Receivedgrant fundingfromSUNYtodevelopcampuslifeforonlinestudentsandelevateouronline enterprise Hireda part-timeesportscoach
  • 16. CONFIDENTIAL.©EXTREMENETWORKS,INC.ALL RIGHTSRESERVED. StartingAn Esports Team Do you have a location and equipment to compete? Find a champion… or two (technicalchampion and game champ) Gauge interest (there are numerous games to choose from) - Sign ups, email oreven start with a quick, fun tournament Play!!!
  • 17. CONFIDENTIAL.©EXTREMENETWORKS,INC.ALL RIGHTSRESERVED. Student-AthleteExperience Competitive esports athleticprogram, join the ECAC for games and leagues. Not the traditional student-athlete Esports –leadership, sportsmanship, teamwork, social skills, pride, representthe college, etc… Academic synergy with great majors Ability for online students to compete
  • 19. CONFIDENTIAL.©EXTREMENETWORKS,INC.ALL RIGHTSRESERVED.19 Esports Arena Opens August 24, 2018 Crown jewel of the campus • Largest installation of Alienware machines(25)in the Northeast • Extreme’s Smart OmniEdge and Automated Campus solutions deliver high-speedWiFi, management and analytics capabilities • 5 flat screen stations with PS4 Pros, Xbox One Xs, Nintendo Switches Great stop to showcase technology onAdmissions OpenHouse tours Students pass by and are amazed - even if they aren’t interested in competitive gaming
  • 22. CONFIDENTIAL.©EXTREMENETWORKS,INC.ALL RIGHTSRESERVED. Enrollmentin Game Design, TCOM,Cyber, & GMMD 2017 67 Students 17Esports competitors 2018 149 Students 45 Esports competitors 2019 250 Students 100 Esports competitors
  • 25. CONFIDENTIAL.©EXTREMENETWORKS,INC.ALL RIGHTSRESERVED. Other Marketing Efforts Mountain Dew Game Fuel New York State Museum Esports Exhibition ECAC Esports Invitational 2018, 2019 – Albany, NY Extreme Connect 2019 – Nashville,TN
  • 26. CONFIDENTIAL.©EXTREMENETWORKS,INC.ALL RIGHTSRESERVED. EngageA New GenerationOf Learners  Studentsinvolvedinesports(whetheroncampusoronline) buildcommunity withone another,whereasthey mayhavebeenisolatedbefore  Asstudent athletes,they developleadershipskills,workcollaboratively,strategizeasa team,work throughproblems,developsoft skills(how to negotiate,compromise, communicatewithteammates)= studentdevelopment  Success Mindset (Why High School Sports Benefit Students(November19, 2019 |byGraceChen) We Play Moms outlines the mindset for success that is instilled in student athletes, which includes: - Timemanagementskills - Creativityinfindingwaystoimprove - Strongfocusandconcentrationdevelopment - Internalskillsforhandlingpressure - Learningwhentotakerisks - Takingresponsibilityforindividualperformance Theseskillsgofarbeyondthesportsfieldorevenbeyondhighschool. Studentathletesreapthebenefitoftheirtrainingfor therestoftheirlives.  The GPA standardsandstudent conductexpected ofourtraditionalathletesareexpected of ouresportsathletes
  • 29. CONFIDENTIAL.©EXTREMENETWORKS,INC.ALL RIGHTSRESERVED. Preparing studentsfor thefutureindustries Interest in esports is escalating,impacting enrollment • Expected to grow to $1.4 billion by 2020 across the world, at a rateof 40 percent a year Colleges are currently developing anesports management degree that prepares students for the business of esports • Job opportunities incl. sports sales, sports marketing, public relations and social media, video editor, event and tournament management, account manager,broadcaster, coach • Aligns and complements currentcurriculums like Game Design, Graphic and Multimedia Design, Technological Communication, and Cybersecurity programs
  • 30. CONFIDENTIAL.©EXTREMENETWORKS,INC.ALL RIGHTSRESERVED. Esports as an industry • In 2019the video gameindustry projectedvalue is$138BN,threetimes the film industry • Viewershipof esportshas increasedto over 450Mworldwideand is expectedto beover600Mby 2022 • This yearEsportsindustry revenueis expectedto surpass $1.1B • The 2018League of LegendsWorld Championship had over 99.6Munique viewersglobally, comparable to the 103M viewersfor the Super Bowlthat sameyear. • A recentDota2 eventhad eachplayer on the winning team earna payout around $3 millionwithtotal payout of $33 millionfor theevent. • The Fortnite World Cup's $3 million top prize surpassesthe winner'sprize money inmajortraditional eventssuch as Wimbledon($2.98 million), TheIndianapolis 500($2.53million) and TheMasters($1.98million)
  • 31. CONFIDENTIAL.©EXTREMENETWORKS,INC.ALL RIGHTSRESERVED. Predictions about thefutureof esports Collegiate esportswill continuetogrow in popularity. Morefranchisedesportscompetitionswill showup.LeagueofLegends isalreadythere, andOverwatchis closing in onit aswell. Esportsbroadcastswill become morepopularin sportsbars. Twomedia giants,TurnerSportsandWME-IMG, recentlyannouncedthattheyarepartneringtonotjust airmore competitivegaming programming,buttheyalso arecreating anew competitivegaming league. 2016,RossKelly, CBSLocalSports. Aformer“BigBangTheory”starandoneoftheshow’swritersaredeveloping amulti-cameracomedy abouteSports at NBC.ByJOEOTTERSON,OCTOBER22,2019
  • 34. CONFIDENTIAL.©EXTREMENETWORKS,INC.ALL RIGHTSRESERVED. Infrastructure and Computing TheEsportsArena: • 1800sq. ft. two storyroom • 24gaming stations o AlienwareArea-51PCs withAMD Ryzen™ Threadripper™2920X processor,GTX 1080Tivideo cards and 32Gb of RAM. o Alienware25”240Hzmonitor witha 1msrefreshrate o Alienwarepro gaming keyboardsand elitegaming mouse o VertagearSL500gaming chairs o LogitechG633Artemisheadsets o 1 Alienware shout caster /streaming station with dual monitors andYeti 3 mic. o Five 55”4K LCDseach with PS4 Pro,Xbox One X, andNintendo Switch for console gaming o Team game review andmeeting space with 80” 4KLCD. o Lockers for team members tostore personal peripherals andequipment o Indirect RGB lighting
  • 35. CONFIDENTIAL.©EXTREMENETWORKS,INC.ALL RIGHTSRESERVED. Esports: A Network Focus ESPORTS Latency/ Performance#1 Visibility Security Cloud/ISP Tools/Network- Management
  • 36. CONFIDENTIAL.©EXTREMENETWORKS,INC.ALL RIGHTSRESERVED. Esports: A Network Focus: Latency/Jitter “Anythingover1 or2 Mbpsdownloadspeed isgoingtobesufficient formost onlinegaming. - Whatmatters foronlinegamers is low latency. Latency(defined asthe averagetime ittakes anetwork packet totravelfrom you,toaserver, andback)isthatlagyoucan sometimes see online, beitinawebpagedownloadstuttering orgame strugglingtokeep up.” IND (Interpolation Delay) is insome games Stat’sDisplay. IND is the small buffer of time between when your client gets information from the server, and when it's shown to you inthe game. This is normally around 50-60ms for normal games. RTT (Round Trip Time) https://www.imperva.com/learn/performance/round-trip-time-rtt/ Round-trip time (RTT)is the duration, measured inmilliseconds, from when a browser sends a request towhen it receives a response from a server. It’s a key performance metric for web applicationsand one ofthe main factors, alongwith Time to First Byte (TTFB), when measuring page load time andnetwork latency Protocols Onlinegaming uses TCP for non-critical traffic such as chat, game lobbies, etc. TheGame traffic uses UDP.
  • 37. CONFIDENTIAL.©EXTREMENETWORKS,INC.ALL RIGHTSRESERVED. Esports: A Network Focus: Visibility If you can’t see it, you can’t manage it.
  • 39. CONFIDENTIAL.©EXTREMENETWORKS,INC.ALL RIGHTSRESERVED. Esports: A Network Focus: Cloud/ISP https://www.pcmag.com/news/365904/the-best-gaming-isps-of-2019 https://www.pcmag.com/article/350064/the-best-gaming-isps-of-2017 “According tothe PCMagGaming Quality index, anything over 1 or 2 Mbps download speed is going tobe sufficient formost online gaming. The hardworkof making a game look goodandrun smoothly is, after all, handled by the harddrivesandgraphics cardsof yourconsoles or gaming PCs. What matters foronline gamers is low latency. Latency (defined as the average time it takes a network packet to travel from you, toaserver, andback) is that lagyou can sometimes see online, be it in aweb page download stuttering orgame struggling tokeep up. An ISPneeds toprovide consistent andstable connection tothe internet servers used foronline playbetween players. One thing you can't always count on year toyear is the gaming quality of a connection. The latency on ISPs can be up one year anddown another, sometimes with startlingly different numbers.”
  • 40. CONFIDENTIAL.©EXTREMENETWORKS,INC.ALL RIGHTSRESERVED. Esports: A Network Focus: Cloud/ISP “A CDN is a networkof strategicallyplacedservers,eachholdinga copy of a website’scontent.It’sableto addressthe factorsinfluencingRTT in the followingways: • Points of Presence (PoPs) A CDN maintainsa networkof geographicallydispersed PoPs—datacenters,eachcontainingcachedcopiesof sitecontent, which areresponsibleforcommunicating with sitevisitorsin theirvicinity. Theyreducethedistancea signalhasto travel andthenumber of networkhopsneededto reach a server. • Web caching A CDN cachesHTML,media, andeven dynamicallygeneratedcontentona PoPin a user’sgeographicalvicinity. Inmanycases,a user’srequestcan be addressedbya local PoPand doesnot needto travelto an origin server,therebyreducing RTT. • Load distribution During high traffic times, CDNs routerequeststhroughbackupserverswith lowernetworkcongestion,speedingupserver responsetimeandreducingRTT. • Scalability A CDN serviceoperatesin the cloud, enablinghigh scalabilityandthe abilityto processa nearlimitlessnumberof userrequests. Thiseliminatesthepossibilityofserversidebottlenecks. • Tier 1 access CDNs haveagreementswith the biggestInternetServiceProviders(ISPs)to provideTier1 accessto the internetbackbone.This reducesthe numberof networkhopsa connectionmust travelthrough, greatlyreducing a signal’sroundtrip time.” https://www.imperva.com/learn/performance/round-trip-time-rtt/ https://www.keycdn.com/blog/cdn-for-gaming
  • 41. CONFIDENTIAL.©EXTREMENETWORKS,INC.ALL RIGHTSRESERVED. Esports: A Network Focus: Tools/Network-Management ExtremeManagementCenter,CampusFabric, ServiceandSupport– Ranked#1 A single place for Granular Visibility and Management of the Wired and Wireless Edge to Data Center and Cloud
  • 42. CONFIDENTIAL.©EXTREMENETWORKS,INC.ALL RIGHTSRESERVED. CLOUD-DRIVENEnd-to-EndPortfolio OpenEcosystem Insights and Analytics Automation Securityand Access Control Managementand Orchestration ExtremeCloud™ IQ Public Cloud Private Cloud On-Premises EDGE CAMPUS DATA CENTER Builton 3rd GenerationCloud,Machine-Learning,andAI TechnologiesSupportedby AwardWinningSupportand Services
  • 43. CONFIDENTIAL.©EXTREMENETWORKS,INC.ALL RIGHTSRESERVED. CLOUD-DRIVENCustomizable Solutions SERVICES AND SUPPORT ExtremeNetworksis rated #1in the industry CLOUD-DRIVEN INFRASTRUCTURE Extends fromthe branch,totheedge, tothe campus,tothedata center,tothe cloud. From mobility, toswitches,torouters – Extremehas your network covered OPENECOSYSTEM Device, Stack,Cloud, andApplication partners SECURITY Intrinsic, multi-layered security capabilities INSIGHTS & ANALYTICS Track user,application, and IoTdevice usage real-time MANAGEMENT & ORCHESTRATION End-to-EndCloud-Driven Network Management andVisibility HUMAN ExtremeElements createssuperior human experiences. The most important element is the Human element. Networkand Ecosystem AUTOMATION ExtremeElement PartnerElement Security and AccessControl Automation Insights and Analytics Management and Orchestration Cloud-Driven Infrastructure Services and Support Open Ecosystem
  • 44. CONFIDENTIAL.©EXTREMENETWORKS,INC.ALL RIGHTSRESERVED. Anything isPossible with the Right Combination of Elements HUMAN Extreme Elements creates superior human experiences. The most important element is the Human element. SERVICES AND SUPPORT Extreme Networks is rated #1 in the industry CLOUD-DRIVEN INFRASTRUCTURE Extends from the branch, to the edge, to the campus, to the data center, to the cloud. From mobility, to switches, to routers – Extreme has your network covered OPEN ECOSYSTEM Device, Stack, Cloud, and Application partners SECURITY Intrinsic, multi-layered security capabilities INSIGHTS & ANALYTICS Track user, application, and IoT device usage real-time MANAGEMENT & ORCHESTRATION End-to-End Cloud-Driven Network Management and Visibility Network and Ecosystem AUTOMATION Extreme Element Partner Element Complete software, hardware, and humansolutions
  • 45. CONFIDENTIAL.©EXTREMENETWORKS,INC.ALL RIGHTSRESERVED. Esports: A Network Focus: Elements A Happy EsportsPlayer/Student

Editor's Notes

  1. (FIX PICTURES)
  2. Technology consulting firm Activate estimates more than 250 million people watch esports In the United States esports will have more viewers than every professional sports league but the NFL by 2021 Some Gamers are pulling in 6 figure salaries A recent esports Dota2 event had each player on the winning team earned a payout somewhere around $33 million. In comparison, the champion of the Fortnite World Cup won $3 million for solos. The Fortnite World Cup's $3 million top prize surpasses the winner's prize money in major traditional events such as Wimbledon ($2.98 million), The Indianapolis 500 ($2.53 million) and The Masters ($1.98 million) NFL Half Shows – AR Dragon next
  3. (JUST DO The LINK IN this SLIDE) Technology consulting firm Activate estimates more than 250 million people watch esports In the United States esports will have more viewers than every professional sports league but the NFL by 2021 Some Gamers are pulling in 6 figure salaries A recent esports Dota2 event had each player on the winning team earned a payout somewhere around $33 million. In comparison, the champion of the Fortnite World Cup won $3 million for solos. The Fortnite World Cup's $3 million top prize surpasses the winner's prize money in major traditional events such as Wimbledon ($2.98 million), The Indianapolis 500 ($2.53 million) and The Masters ($1.98 million)
  4. I’d like to ask that you save your questions until the end of each agenda item as we’d like to share a good amount of content with you today. If you would like to discuss further any aspects of what we share with you today, please stop by our booth #203 and #205.
  5. (update customers) As a result, our customer base has expanded……. We now have a who’s who list of customer across each of the verticals we play-in….. All using elements of our software suite to deliver a great customer experience and vertical outcome Each of these customers had the confidence in choosing extreme and we would like to think, because of the named logo’s, it now makes it easier for other IT leaders to make the same decision. Healthcare Henry Ford Health System uses Extreme Wireless to provide pervasive Wi-Fi on all campuses. They are able to deliver life-critical wireless access to physicians, care givers, and medical equipment used to monitor and save lives. The network is more secure and easier to manage through Extreme's solution. Promedica has been able to connect its two data centers and integrate its newly acquired urgent-care clinics in less than a week because of Extreme Fabric Connect. The solution has saved the medical center from buying eight additional links – saving $18,000 to $20,000 monthly.  Oslo University Hospital can now deploy new services in minutes with reduced complexity, man power hours and risk. Changes can be made ad hoc rather than planned months in advance. The Extreme solution has eliminated downtime. Government The City of Troy, Alabama is running smoothly with an all Extreme switching backbone. According to our customer, “The switches operate flawlessly and pick up the load where other vendors can’t.” He also says “Extreme blew Juniper away when replaced our server backbone. The Extreme switches were incredibly fast and would react more than twice as quickly even though the bandwidth had remained the same.” Indiana Department of Transportation (INDOT)​ highways flow smoother and safer because Fabric Connect has enabled them to utilize shortest-path bridging technology and keep the network up. Extreme has made the network redundant, easier to manage, and reduces the costs and time associated with operating it. Education Aldine Independent School District chose Extreme to provide their reliable and secure network infrastructure for their 84 schools (+11 more under construction) and 72,000+ students because of the power, reliability, and support we provide. “Extreme knows my concerns and plans so they can best help me overcome challenges and deploy the correct solutions. I greatly appreciate their care and respect. The support team fixes my issues right away over the phone or in-person, other companies like HP and Cisco don’t do that.”-Customer St. Edwards University went Extreme because of our ability to integrate the management platform with the existing workflows at the university and allow the network to be managed from one place reducing TCO. The wireless network is now reliable and the university can troubleshoot easily.  McMinn County School System is reaping in the benefit of Extreme tremendously. In just the first month after implementation McMinn saw immediate improvement in connections, accessibility, and reliability. They've cut down 97% of Wi-Fi issues since last summer and have saved between $15-20,000 in summer labor alone. South Euclid Lyndhurst School System used to encounter lag time and choppy video, but haven’t experienced either of those issues since deploying Extreme Fabric Connect. The network speed and clarity help ensure that they don’t miss any security incidents that require attention. They’re saving an estimated $50K savings in annual maintenance; $2000 savings per building for door access and $900 savings per IP camera. Hospitality NFL: Extreme is the official Wi-Fi Provider of the NFL, and Wi-Fi Analytics Provider of the Super Bowl. Extreme supports 23 teams in the NFL - 13 teams utilize Wi-Fi analytics​, 10 utilize HD Wi-Fi. ​ Transportation and Logistics FedEx requires reliable wireless and wired connections. They need to track packages and scan them wirelessly across the shipment journey. They've taken the Extreme technology a step further and attached access points to drones to provide Wi-Fi to the airplanes coming in and taking off at their facilities. UPS depends on wireless across all of its facilities. Each package needs to be scanned and information communicated wirelessly across each step of the shipping process. Extreme is keeping UPS connected and helping packages reach their destinations efficiently.  Norwegian State Railways can perform network changes at any time without a scheduled maintenance window because of Extreme Fabric Connect. They have 100% network availability for their multiple separate networks supporting passenger rail, freight, and bus transportation. Retail Lowe's: Extreme works with more than 100 Lowes stores, providing professional services to this Fortune 500 company. Walmart: This world-renowned retail powerhouse utilizes ExtremeWireless Wing to support operations in several of their distribution centers, many capable of moving $1B of freight per day. ​​    
  6. Extreme along with our customers have done a lot of research on Esports to include surveys. What we have found is Esports is rapidly growing in Primary and Secondary Education today. Currently there are over 145 schools with institutionally supported programs and hundreds more with informal programs. The average program start up timeline is 12-18 months and the average number of athletes in a varsity program is 12 which grows as more games are added to the lineup.  Recently, Extreme held an Esports and Education Summit in Syracuse NY and we saw over 30 different schools that was overflowing with enthusiasm and energy as they discussed starting up their own programs. 
  7. Esports continues to grow rapidly in the sports entertainment industry, internationally and now primary and secondary education institutions are starting to acknowledge the educational benefits.  As you may have seen in the media, Professional Esports is becoming a huge industry, the Victory Royale was a Fortnite World Cup and the winner received $3 Million Dollars The Madison Square Garden was sold out. HSEL is the High School eSports League which already has almost 2 thousand school districts and 45,000 participating students.  A recent survey we completed found that one of the main reasons schools are hesitant to implement esports is a lack of expertise around the infrastructure. The reality is, students are interested in esports being incorporated in their educational program; schools just need the correct tools to help them get it started. You can see the results of the survey  on the screen to the right. 21% already have an esports program, 18% of K12/Primary-Secondary already have a program, 79% do not. 26% are considering adding an esports program, and 45% said maybe and only 29% said no.  Now I would like to pass it to Rob Kwiatkowski, Senior Systems Engineer. 
  8. Video add the link
  9. SUNY Canton’s Enrollment and Retention Strategy with a K-12 spin
  10. Note Data was provided to eMarketer by Activate Inc. Methodology Data is from the November 2018 Activate Inc. report titled "Tech & Media Outlook 2019." 4,000 US internet users ages 18+ were surveyed online in October 2018. Activate is a consulting firm for entertainment, information, media and technology businesses. SHARE CHART TITLE US Sports Viewers, by League, 2018 (millions) PUBLICATION DATE November 13, 2018 SOURCES Activate Inc. FEATURED IN How the NBA Is Using Esports to Grow Its AudienceEsports 2019Sports OTT Landscape in the USPodcast | Streaming Sports in the US TOPICS VIDEO GAMESSPORTSUNITED STATES
  11. I’d like to share with you today some important elements you should be thinking about when designing the Ideal Esports Network. If done right, you can enhance the Gamer’s Experience, possibly giving them a competitive advantage. There are many Esports games your school can play part in, but for this presentation, we’re going to focus on Overwatch a game SUNY Canton has built a formattable team for. We’re not going to look at the gamer’s PC requirements. That being an important piece to the gamer experience, we’ll leave that to our Alienware friends. So, let’s look at the What and Why’s of enhancing the Gamer experience for Overwatch from a Network Focus? I will try and keep this at a high level. There are five areas I would focus on; they are: Latency/Performance #1 Visibility Security Path to Cloud/ISP Tools/Network-Management
  12. Let’s go right to what really matters to gamers from a network perspective. It’s all about Latency and Jitter which is Latency consistency. The students or Gamers are very aware of LatencyIND or Interpolation Delay is when you combine the network latency with the PC latency. IND (Interpolation Delay) IND is the small buffer of time between when your client gets information from the server, and when it's shown to you in the game. This is normally around 50-60ms for normal games.
  13. https://www.highschoolesportsleague.com/ow-rules 8.4. Stoppage of Play Why is Visibility so important? Well, let’s look at this from a performance and a rules perspective. We know latency is extremely important, but what happens when it’s not or let’s say a player or more has an issues connecting to the service? What happens to the team? 8.5. Player Count Both teams participating in a match must provide 6 players at the beginning of the first game, and 5 for each consecutive game. During a game, if a team should lose 2 players that have disconnected with the intention of no longer playing in the match at the same time, that team will forfeit the remainder of the game to the opposing team. If a team is not able to field the required amount of players for additional games in the series, then they will forfeit the remainder of the match. Stoppage of play may be requested at any time for the above reasons. The match host (person who created the match lobby and therefore has pausing privileges) must initiate a pause when a team requests it so long as the pause is not called during combat, while the objective is contested, or during overtime. Each team will have 5 total minutes of pause time per map. Players pause the game using the key combination Ctrl + Shift + =. Abuse of the auto-pause feature may result in punishment for the team abusing it. The game may only be paused for the following reasons: Player drop Player disconnect Server crash Technical issues
  14. What are the gamers using to help them figure out where the issue might be when the gaming experience is not optimal? They’re using tools that you may not want allow on the network for security concerns. These tools are simple free software that allows you to trace the route between your location and a specific IP address, locating and pining all the hops in between. The software is also known as an IP scanner that scans your IP address and delivers complete information about your networks. Some show where exactly the packet loss is happening in the route to the destination host in real-time. MTR (My Traceroute) mtr uses ICMP Time Exceeded (type 11) packets returning from routers, or ICMP Echo Reply packets when the packets have hit their destination host. ... The real advantage of mtr over ping or traceroute is, it shows where exactly the packet loss is happening in the route to the destination host in realtime. IND (Interpolation Delay)) IND is the small buffer of time between when your client gets information from the server, and when it's shown to you in the game. This is normally around 50-60ms for normal games. DDoS Protection# There are a few ways to help protect yourself against DDoS attacks. Keep an eye on the inbound traffic hitting your server and monitor everything for irregularities. The sooner you see an unusual spike in traffic that looks suspicious, the sooner you can start investigating. Implement rate limiting in the event you are being attacked in order to avoid your server being overwhelmed. Add filters to your router to drop packets from suspicious sources. In Overwatch's Asia servers, there were problems with numerous players using hacks tied to the growing number of younger players using PC bangs in South Korea that allow them to play Overwatch on an inexpensive hourly rate rather than purchasing the game. As these players do not need permanent accounts, they can use disposable Battle.net accounts and employ game hacks without repercussion, as if that account is banned, they can quickly make another and continue playing. Blizzard continues to block these accounts at a rate of thousands per day, but have not been able to find a more permanent solution.[261] Subsequently, Blizzard announced that players from South Korea will be required to log into a Battle.net account to play the game from February 2017 onward, which requires unique identification include an difficult-to-spoof resident registration number, which Blizzard believes will help to alleviate the problem.[262] https://na.alienwarearena.com/ucf/show/1736966/boards/we-love-games/ForumPost/overwatch-video-game A PC bang is a type of LAN gaming center in South Korea, where patrons can play multiplayer computer games for an hourly fee.
  15. Use new sports car analogy: speed, luxury package, all the features; now it needs to go on a road that’s most suitable for it. It needs the best route possible between its location and destination with no congestion, no stop or yield signs or red lights, no pot holes, etc.. Reference Blizzard forum conversation: “Changing isp being bad advice? In what world? In real life genius. This is the same stuff Blizzard told me as a last resort solution. That's their advice and I forward it to you. The the car is perfectly fine and you need to pick a different road that isn't bumpy or congested.” Blizzard Entertainment, Inc. is an American video game developer and publisher based in Irvine, California, and is a subsidiary of Activision Blizzard. The company was founded on February 8, 1991, under the name Silicon & Synapse, Inc. by three graduates of the University of California, Los Angeles:[2] Michael Morhaime, Frank Pearce and Allen Adham.  Currently, Blizzard has four main franchises: Warcraft, Diablo, StarCraft, and Overwatch. Battle.net 2.0 Main article: Battle.net Blizzard released its revamped Battle.net service in 2009. This service allows people who have purchased Blizzard products (StarCraft, StarCraft II, Diablo II, and Warcraft III, as well as their expansions) to download digital copies of games they have purchased, without needing any physical media. On November 11, 2009, Blizzard required all World of Warcraft accounts to switch over to Battle.net accounts. This transition means that all current Blizzard titles can be accessed, downloaded, and played with a singular Battle.net login.[42] Battle.net 2.0 is the platform for matchmaking service for Blizzard games, which offers players a host of additional features. Players are able to track their friend's achievements, view match history, avatars, etc. Players are able to unlock a wide range of achievements (rewards for completing game content) for Blizzard games. The service allows players to chat simultaneously with players from other Blizzard games. For example, players no longer need to create multiple user names or accounts for most Blizzard products. To enable cross game communication, players need to become either Battletag or Real ID friends.[citation needed]
  16. Let’s review 5 key benefits of a CDN. I may add some content here around NYSERNet as they apparently have CDN connectivity – peering with Blizzard and others. The Importance of Using a CDN for Gaming By Cody Arsenault Updated on February 5, 2018
  17. The player has in game stats to monitor their individual network experience, but some players are also using many other tools to monitor or troubleshoot network performance. As we showed you earlier, some of these tools in the wrong hands can exploit the network for malicious attacks. The ideal monitoring solution should give the network administrator a full 360-degree view to first be proactive rather than reactive and have the ability to know exactly where the problem lies. This should be a single place of Visibility, not bouncing from Application to Application. A good place start with Extreme Networks for your Esports solution would be Extreme Management Center/XMC. XMC provides a single place for Granular Visibility and Management of the Wired and Wireless Edge to Data Center and Cloud; it’s backed by a Gartner Ranked #1 Service and Support. PCMag Speed Test http://pcm-intl.speedtestcustom.com/
  18. CLOUD-DRIVEN End-to-End Portfolio We’re bring the Elasticity, Resiliency and Durability of Cloud Architecture into the Enterprise. What does this mean for our customers? This means innovation at Cloud Speed with no down time due to maintenance windows and five 9” uptime with eleven 9’s durability. We can deliver
  19. As you can see, we have put together a complete periodic table of solution Elements, so we can customize the right solutions for our customers. You can think of this as the Periodic Table of Customer Driven Networking Solutions or just huge tool boxes of tools. The largest Element is the Human Element – that’s our focus, our customers.
  20. I’d like to leave you with this, if you focus on the Esports player, the Human Element and what’s important to them, you will be competitive. They are the What and Why we deliver Customer Driven Network Solutions. Thank you!