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Rationale
We already know that Console Gaming is a killer application, with more than 150 million game consoles sold worldwide. What we don’t know is how telcos and ISPs can fit into this business model, what roles can the take, and how these kinds of applications might affect access and transport networks, when they are mounted with online capabilities. To give an impression of the activity in the online console gaming community, XBOX Live has been reported to have more than 350 000 online customers worldwide by mid April this year, since its release in the US and Japan in November 2002, and in Europe as late as March 2003. They report an average of 1 million game sessions per week. Global Information Inc. estimates that: “The global online games market will represent $3.2bn and 113 million users in 2005. Although PC online gaming will continue to grow strongly, the main driver of the market will come from console online gaming, which will bring masses of new users to online gaming and will rely on lucrative business models.” The study will answer the following questions:
What are the main objectives of this Project? The main objectives of this Study are to:
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