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

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. |