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It is connected to devices vs. consoles in the biggest e-games, fitness

COLOGNE, Germany (Reuters) – the Connected devices are challenging the consoles on the world’s largest online gaming exchange, such as the hundreds of thousands of fans will crowd around to see the top e-sports stars in action and give you feedback that you can decide whether or not a new version of a hit song or a flop.

The gamescom fair in Cologne, Germany, will open to the public on Wednesday, after a series of sneak-peek events to whet the appetite of an emerging generation of fans, who spend more time gaming than they do watching TV.

Star of the competitive online gaming, known as e-sports are now making the kind of money a professional soccer, or tennis players of the AMERICAN teenager, Kyle (Giersdorf to create a $3-million in the last month of Fortnite’s World Cup.

Organizers say this year’s event will focus on cloud-based gaming, in the midst of a trend toward the use of a number of connected devices, as well as the distance of the home consoles such as the Sony Playstation or Microsoft Xbox.

“Cloud gaming is a major trend, the ability to play the best, newest games on virtually any device, because in the real account in the cloud,” it says in the game Felix, Too.

Third-party developers will also be in the spotlight, has been added Too.

Fans will get a close-up look at their heroes in the proof of the next releases with the developers, and analysts in the monitoring of the queues, and the interviewing of visitors, in order to assess which one would be able to turn out to be a success.

“It starts very, very early on,” said Jens Kosche, a developer at the German unit of Electronic Arts, who are behind games such as the Anthem and the Apex of the Legends.

“We have to play in order to select the players, and they have to tell us what they think can be improved, and what they’re doing. With this feedback, the development of the game.”

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There are an estimated 2.6 billion, in an e-gamers all over the world who will be spending some $ 148 billion on the games, and related products this year, according to a study by Newzoo, as quoted by Mirabaud Securities.

That figure is expected to rise to $174 billion by 2021 if the e-gaming gains in popularity, thanks to a faster mobile connectivity, and the proliferation of technologies such as artificial intelligence, artificial intelligence, and virtual reality.

This makes the online gaming and e-sports pros are on the social networking platforms like Amazon’s streaming platform Twitch, a lucrative channel for advertisers and marketers, as the main pillars, such as TV, slowing down.

Additional reporting and writing by Douglas Busvine, Editing by Alexandra Hudson

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