Trends in Digital Gaming: Free-to-Play, Social, and Mobile Games

In: Business and Management

Submitted By selvichy
Words 10531
Pages 43
ITU-T Technology Watch surveys the ICT landscape to capture new topics for standardization activities.
Technology Watch Reports assess new technologies with regard to existing standards inside and outside
ITU-T and their likely impact on future standardization.

Previous reports in the series include:

Intelligent Transport Systems and CALM
Telepresence: High-Performance Video-Conferencing
ICTs and Climate Change
Ubiquitous Sensor Networks
Remote Collaboration Tools
Technical Aspects of Lawful Interception
NGNs and Energy Efficiency
Standardization Activities for Intelligent Transport Systems
Distributed Computing: Utilities, Grids & Clouds
The Future Internet
ICTs and Food Security
Biometrics and Standards
Decreasing Driver Distraction
ICT as an Enabler for Smart Water Management
Using Submarine Communications Networks to Monitor the
Climate
Standards and eHealth
The Optical World

Trends in Video Games and Gaming
ITU-T Technology Watch Report
September 2011
Video gaming is a global phenomenon, a fast-moving multibillion dollar business, cutting across all age groups and gender.
This ITU-T Technology Watch Report surveys some of the latest developments in the world of video games, describes the most common gaming platforms and terminals and highlights new technologies enabling a better gaming experience and associated standardization activities.

http://www.itu.int/ITU-T/techwatch
Printed in Switzerland
Geneva, 2011

The rapid change of the telecommunication/information and communication technologies (ICT) environment requires related technology foresight and immediate action in order to propose possible
ITU-T standardization activities as early as possible.
ITU-T Technology Watch surveys the ICT landscape to capture new topics for standardization activities.
Technology Watch Reports assess new technologies with regard to…...

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