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
(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)
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.
(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.
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.
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.
Video add the link
SUNY Canton’s Enrollment and Retention Strategy with a K-12 spin
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
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
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.
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
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.
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]
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
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/
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
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.
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!