Showing posts with the label xcloud release date

Ribbon Research on Cloud Gaming Reveals Revenue-Generating Opportunities for 5G Networks

Westford, MA  –  Ribbon Communications Inc.  (Nasdaq: RBBN), a global provider of real time communications software and network solutions to service providers, enterprises, and critical infrastructure sectors, today announced the findings of a recently commissioned independent research study. Based on the responses of more than 5,000 “ardent gamers,” the study outlines a $150 billion incremental opportunity in cloud gaming for carriers offering 5G networks, with their enhanced performance and improved service experience. “5G-Native networks leverage advanced technologies including network slicing to offer deterministic performance, high speed, and strict service guarantees. These capabilities will help usher in new business and use cases for carriers to capitalize on,” said Patrick Joggerst, Chief Marketing Officer and EVP, Business Development, Ribbon. “The findings of this study, which will be reviewed at our upcoming  5G Perspectives  event, prove that cloud gaming, combined w

Gamers tipped as $150B 5G opportunity

Ribbon Communications predicted the cloud gaming sector could open the door to revenue of $150 billion a year for 5G network operators, with users willing to pay more for the enhanced experience the technology offers. In a study of more than 5,000 gamers in five countries, the company found 79 per cent would consider replacing their current broadband and mobile connectivity with 5G to get a better service when playing. More than half (58 per cent) claimed they would switch their connectivity provider if a rival offered “a high-quality gaming service” with a 5G subscription. Patrick Joggerst, Ribbon Communications’ CMO and EVP business development, noted key elements of 5G networks including network slicing could deliver “deterministic performance, high speed and strict service guarantees”, which will “help usher in new business and use cases”. Almost all (95 per cent) respondents were ready to spend more to get “the best gaming experience possible”, with 60 per ce