Hands-On: Ascend Has The Potential To Be The Next Hot VR Esports Title

| June 19, 2019

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We’ve seen good movement in the VR esports scene recently. Back in April, Sony filed a patent for an in-VR esports tournament spectator system and just last week, VR League announced the Oculus Quest port of Onward, an impressive VR first person shooter. With both VR and esports becoming increasingly more mainstream, it’s only a matter of time before the two hit it off together.

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James Grant Group

Established in 1984, James Grant Group today consists of eleven brands based in seven industries, with five offices based across the US and the UK and global affiliations all over the world.A market leader, the Group counts a number of household names amongst its collective client portfolio, including athlete frontrunners, award winners and nominees, from BAFTA, NTA, World Music Award and Brit, to Grammy, RTS, Booker Prize and winners of sporting achievements such as the MLS and Rugby World Cups, providing them with a bespoke range of management and professional services, from brand and digital, to financial and legal.

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Nvidia GeForce Now is bleeding games, is it still worth your time and money?

Article | March 8, 2020

Nvidia GeForce Now hit the streets like a month ago, and in what was a surprise to literally no one, it is the best game streaming service on the market right now. It's not without its flaws, though. For starters, it seems like all kinds of developers are suddenly pulling their games from the service, from AAA heavy hitters like Bethesda to Indie developers like Hinterland Studio, which just yanked its game The Long Dark off of the service. Because GeForce Now lets you play games you "own" something I'll get into in a bit its a little discouraging that game developers can basically cut off access to games you've paid money for. This whole thing throws into question whether or not you should invest your time and money into the platform. There are certainly people who think that game streaming is the future of gaming, but when you can't be guaranteed access to the games you have paid for, it's a future that I don't want to be a part of.

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Ongoing transitions in gaming industry

Article | January 19, 2021

The gaming industry is continuously evolving with current transitions derived from VR/AR, blockchain, 5G and cloud computing. The aim of this transition is to fulfill requirements of gamers such as reducing the cost of gaming, developing more immersive experience, converting tools bought in games as transferable assets, enabling gamers to play graphic intensive games on low cost devices. Currently popular games are on the go to create augmented reality versions to be played on AR headsets with their mobile phones. The google stadia platform(a platform where graphic intensive games run in data centers and gamers can play them via web browsers) has also enabled the gaming industry to eliminate the computing limitations imposed by running games in mobile devices. The only barrier in coupling both technologies to have the best of both worlds is low bandwidth of 4G which will soon be expanded when 5G rolls out in the market. TRANSITIONS IN GAMING INDUSTRY The real time game play is currently not possible for games running in data centers and being rendered on web browsers of a gamer’s device as there is latency in reflecting the character’s action on the press of a button. Such a transition will eliminate the need for highly expensive gaming consoles which has been curbing the growth rate of the gaming industry. One more concern from gamers that’s being a barrier in revenue generation for the gaming industry is that the weapons, power packs, kits and tool kits bought in any game are simply virtual and become useless when they are done with the game. The idea to buy such time bound utility becomes insensible for players. So, now the gaming industry is evaluating the option to register these buyouts in games on blockchain which can later be used as a non tangible asset by players to trade easily. The gaming theory that’s getting popularised these days will eventually leverage the AR and VR technology to transform the education industry. The idea to provide customers with user manuals running in augmented reality that can enable a non trained worker to operate the machine is also booming. Solidworks by 3Dplm is one such tool that’s heading in this direction. The transitions mentioned above are quite exciting and the way gaming industry and mentioned technologies are evolving we can expect to get our hands on such exciting gaming technology soon too at a fraction of current costs.

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Why video streaming needs to stop fighting the last consumer war

Article | May 28, 2021

Video streaming services have achieved mainstream engagement, with binge viewing now eclipsing linear TV viewing as the leading form of TV show consumption. While the digital disruptors may revel in their newfound status as the masters of TV consumption, and the TV and film industry are forced to adapt to this new reality, a subtler shift in mindset needs to occur. Streaming services, led by subscription video on demand (SVOD) hegemon Netflix, still operate in the mindset of having a digital native consumer base. For these streaming incumbents, the success of SVOD still rests upon their ability to appeal to younger consumer bases who have a) grown up in a digital environment, and b) are by definition young and eager for new and constantly evolving consumer experiences. Add to this the post-second world war presumption that popular entertainment should always be youth-centric focused, and streaming is still de-facto a youth-orientated proposition.

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Music and podcasts are competing for the same time

Article | May 28, 2021

The pandemic changed media consumption.Consumers acquired an extra 12% of entertainment timeand though everything was up, some categories grew much faster than others. One of the biggest gainers was spoken word audio, with podcasts and audiobooks seeing dramatic rises and while music hours grew too, the increase was below 12%, which means that music lost share. In the current entertainment environment of plenty this may be an academic concern, but when life returns to some form of normality (commutes, going out, gyms etc.) some or all of that extra 12% of entertainment time will go, which means that growing by less than the market average could translate into decline.

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Spotlight

James Grant Group

Established in 1984, James Grant Group today consists of eleven brands based in seven industries, with five offices based across the US and the UK and global affiliations all over the world.A market leader, the Group counts a number of household names amongst its collective client portfolio, including athlete frontrunners, award winners and nominees, from BAFTA, NTA, World Music Award and Brit, to Grammy, RTS, Booker Prize and winners of sporting achievements such as the MLS and Rugby World Cups, providing them with a bespoke range of management and professional services, from brand and digital, to financial and legal.

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