For Publishers, Developers and Gamers

GameStreamer provides a turnkey method for the digital distribution, commerce and social engagement of video games. Our platform facilitates digital distribution for game publishers, developers, retail sites and consumers.

          Providing Value through Features and Functions

We provide game publishers with community and exclusive  features from our free Social Development Kit (SDK). These community enhancements drive engagement and brand loyalty through our exclusive Download Manager (DLM).

We expand game distribution using media partner companies such as Revision3 and IndyCar.com.

While we provide web properties with a new revenue source, we deliver engaging visually rich content.

We enable retailers to add digital distribution to their products while retaining their customers and expanding the retailer's brand.
diagram of data flowing from game publishers

Six factors driving the growth of digital distribution of games:

 


Expansion of high-speed fiber connectivity to users

Emerging game models such as “free to play” with micro-transactions, virtual goods and in-game advertising  
Advanced feature HDTVs with Internet connectivity and compatible ports
Mobile devices such as smartphones that employ open platforms

Set-Top-Boxes, Home Entertainment Systems & IP-connected devices


In-vehicle video entertainment systems will soon be receiving fast connection speeds over LTE (4G) networks enabled by technology providers like Alcatel-Lucent and major carriers. In your car or RV, game players will be able to play video games digitally delivered in real-time (streamed). GameStreamer is working on this proof of concept with Alcatel-Lucent as part of the ng Connect program.


    Growing Game Industry


 

Sixty-five percent of American households play computer or video games.

The average game player is 35 years old and has been playing games for 13 years.

The average age of the most frequent game purchaser is 40 years old.

Sixty percent of all game players are male. Females over the age of 18 represent a significantly greater portion of the game-playing population (33 percent) than boys age 17 or younger (18 percent). 


In 2008 the worldwide market for PC based video games was over $13 billion, 76% of which was generated online. Console games produced $32 billion worldwide and mobile games made nearly $10 billion.

There are over 1 billion PCs in use today; 228 million are classified as gaming PCs. These enriched gaming computers are expected to number over 600 million within a few years.

 A report in Venture Beat said games are now the fastest growing form of entertainment, having surpassed movies, music and books.