[with their games]
Smartphones account for the biggest source of gaming revenue — 43% of total revenue from all devices Smartphones appear to be dominating the global gaming market,
[device]
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Categories 5G, 5G Americas, 5G FWA, augmented reality, Business, Carriers, cloud gaming, Ericsson, virtual reality, Wireless
Ericsson forecasts $31 trillion 5G consumer market by 2030
The 5G consumer market could be worth $31 trillion by 2030 globally, according to a new report from Ericsson. The report estimates that communications service providers
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Categories 5G, Cloud Computing, cloud gaming, edge computing, mobile edge computing, Opinion, Reader Forum
The services taking cloud to the edge (Reader Forum)
To say cloud services are pervasive would be an understatement. From individuals binge-watching content from OTT video platforms to enterprises deploying SaaS solutions, cloud services
RootMetrics finds that early 5G deployments support the speeds, but not necessarily the latency, for intensive 5G gaming With its higher speeds and lower latencies, 5G