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The Future Of Work? Employees Will Be Gamified + In Control
We’re seeing major social change, across Britain and globally...
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Improbable grows to a complete cloud-based multiplayer games tech company, expands existing partnership with Google Cloud
Google Cloud today announced an extended partnership with Improbable,...
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Lessons on collaboration from Pokémon Go
It seems you can’t escape Pokémon GO, whether it’s...
A state of play – keeping gamers online
The rise of DDoS attacks in online gaming
From World of Warcraft to DOTA 2, online gaming has well and truly exploded thanks to games...
Gaming gets serious to solve workplace challenges
You may think of gaming and the workplace as incompatible concepts. The former is usually thought as being fun, entertaining and trivial, while the...
Pokémon Gone – has Pokémon Go proved that augmented reality producers can’t rely on Google or Amazon?
If you wanted to know what a zombie apocalypse would look like then head to Manhattan, people are literally falling over themselves while they...
The Dangerous (Augmented) Reality of Pokemon Go
Augmented Reality has seemingly endless possibilities, however, attempts made to merge the real world with that of computer-generated content have so far fallen flat....
Is Online Gaming an Invitation for Hackers?
Without the right modes of protection, online gamers may be left open to hackers wanting to access their essential information such as financial and...
Up All Night For Cloud Gaming
Insomnia54 - The UKs biggest gaming festival, reviewed by Neil Cattermull.
The Evolution of Gaming – A Cloudy Future
The gaming sector has been dominated for years by successive generations of console platforms from Sony, Microsoft and Nintendo, but now cloud gaming needs consideration too.
Microsoft acquires Minecraft
The rumours over the weekend have proved true. Microsoft has acquired Minecraft for $2.5 billion.
The Network Risks for Online Gaming
By Frank Puranik, Product Director for iTrinegy
I've spent decades looking at networks and their impact on application delivery in different industries and none more...
Network risks for online gaming
Frank Puranik of iTrinegy identifies network conditions as the big "unknown quantity" for online gaming performance, and offers a solution.