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	<title>Gaming &amp; Computing</title>
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	<title>Gaming &amp; Computing</title>
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		<title>SK Telecom and Microsoft Announce Plans for Joint 5G-based Cloud Gaming</title>
		<link>https://www.teleinfotoday.com/press-releases/sk-telecom-and-microsoft-announce-plans-for-joint-5g-based-cloud-gaming</link>
		
		<dc:creator><![CDATA[Content Team]]></dc:creator>
		<pubDate>Mon, 16 Sep 2019 07:04:40 +0000</pubDate>
				<category><![CDATA[4G / 5G / 6G]]></category>
		<category><![CDATA[Cloud]]></category>
		<category><![CDATA[Featured]]></category>
		<category><![CDATA[Gaming & Computing]]></category>
		<category><![CDATA[Press Releases]]></category>
		<guid isPermaLink="false">https://www.teleinfotoday.com/uncategorized/sk-telecom-and-microsoft-announce-plans-for-joint-5g-based-cloud-gaming</guid>

					<description><![CDATA[<p>SK Telecom and Microsoft held a press conference to announce their plans to deliver 5G-based cloud gaming in Korea. At the press conference held at SK Telecom headquarters, senior executives of both companies &#8211; including Ryu Young-sang, SK Telecom&#8217;s Vice President and Head of MNO Business, and Kareem Choudhry, Microsoft&#8217;s Corporate Vice President of Project [&#8230;]</p>
The post <a href="https://www.teleinfotoday.com/press-releases/sk-telecom-and-microsoft-announce-plans-for-joint-5g-based-cloud-gaming">SK Telecom and Microsoft Announce Plans for Joint 5G-based Cloud Gaming</a> first appeared on <a href="https://www.teleinfotoday.com">Tele Info Today</a>.]]></description>
										<content:encoded><![CDATA[<p>SK Telecom and Microsoft held a press conference to announce their plans to deliver 5G-based cloud gaming in Korea.</p>
<p>At the press conference held at SK Telecom headquarters, senior executives of both companies &#8211; including Ryu Young-sang, SK Telecom&rsquo;s Vice President and Head of MNO Business, and Kareem Choudhry, Microsoft&rsquo;s Corporate Vice President of Project xCloud &#8211; explained in detail their business cooperation and introduced Project xCloud.</p>
<p>Project xCloud is Microsoft&rsquo;s game streaming technology that allows gamers to play games on mobile devices while connected to the internet. Supported by SK Telecom&rsquo;s 5G network, which is marked by super-fast speed and ultra-low latency, cloud gaming services can offer a more immersive and seamless experience to gamers.</p>
<p>Korea has the fourth largest gaming market in the world with mobile gaming enjoying high popularity. According to the 2018 White Paper on Korean Games published by the Korea Creative Content Agency (KOCCA)* early this year, the domestic game market in 2017 was calculated to be worth KRW 13.14 trillion and the mobile game market took up 47.3 percent of the total game market.</p>
<p>*KOCCA is a governmental agency that oversees and coordinates the promotion of the Korean content industry.</p>
<p>SK Telecom will be an exclusive operating partner of Microsoft&rsquo;s cloud gaming service in Korea. Based on this relationship, SK Telecom is expected to help Microsoft strengthen its position in the mobile gaming market by leveraging its world&rsquo;s leading mobile infrastructure including 5G and LTE; the largest mobile subscriber base in Korea including over 1 million 5G subscribers; cutting-edge ICT such as augmented reality, virtual reality and artificial intelligence; and extensive experience in diverse streaming services.</p>
<p>As joint operating partners, SK Telecom and Microsoft plan to test and learn more about game streaming in the Korean market to ensure they are delivering the best experience to all the customers. To this end, the two companies will start public preview for Project xCloud in Korea in October 2019 for selected SK Telecom&rsquo;s 5G/LTE subscribers.</p>
<p>In May 2019, SK Telecom and Microsoft signed a Memorandum of Understanding (MOU) to strengthen comprehensive cooperation in cutting-edge ICT fields such as 5G, artificial intelligence and cloud computing. Following this MOU, the two companies inked a MOU for a joint 5G-based cloud game business in June 2019.</p>
<p>&ldquo;SK Telecom is pleased to announce this meaningful business cooperation with Microsoft,&rdquo; said Ryu Young-sang, Vice President and the Head of MNO Business of SK Telecom. &ldquo;We expect to take customers&rsquo; mobile gaming experience to the next level by combining SK Telecom&rsquo;s 5G competitiveness and Microsoft&rsquo;s strength in cloud and gaming.&rdquo;</p>
<p>&ldquo;Microsoft&rsquo;s approach to game streaming combines nearly 40 years of gaming experience with investments and resources from Azure, Microsoft Research, and other business groups across the company, allowing us to reach gamers around the world,&rdquo; said Phil Spencer, Executive Vice President, Gaming at Microsoft. &ldquo;Partnerships, like the one we announced with SK Telecom today, are critical to continuing that trajectory and moving the gaming industry forward, starting with the incredibly engaged gamers and game studios in South Korea.&rdquo;</p>The post <a href="https://www.teleinfotoday.com/press-releases/sk-telecom-and-microsoft-announce-plans-for-joint-5g-based-cloud-gaming">SK Telecom and Microsoft Announce Plans for Joint 5G-based Cloud Gaming</a> first appeared on <a href="https://www.teleinfotoday.com">Tele Info Today</a>.]]></content:encoded>
					
		
		
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		<title>Deutsche Telekom, Niantic and MobiledgeX partnership</title>
		<link>https://www.teleinfotoday.com/press-releases/deutsche-telekom-niantic-and-mobiledgex-partnership</link>
					<comments>https://www.teleinfotoday.com/press-releases/deutsche-telekom-niantic-and-mobiledgex-partnership#respond</comments>
		
		<dc:creator><![CDATA[Content Team]]></dc:creator>
		<pubDate>Thu, 25 Oct 2018 06:22:23 +0000</pubDate>
				<category><![CDATA[Gaming & Computing]]></category>
		<category><![CDATA[Press Releases]]></category>
		<guid isPermaLink="false">https://www.teleinfotoday.com/?p=13858</guid>

					<description><![CDATA[<p>Deutsche Telekom and Niantic, Inc., creator of leading Augmented Reality games Pokémon GO and Ingress PRIME, announced a technology partnership that will bring Niantic’s Real World platform for Augmented Reality gaming to Deutsche Telekom’s MobiledgeX Edge servers and 5G network. Initial results of the partnership will be shared soon. “We’re thrilled to partner with Niantic [&#8230;]</p>
The post <a href="https://www.teleinfotoday.com/press-releases/deutsche-telekom-niantic-and-mobiledgex-partnership">Deutsche Telekom, Niantic and MobiledgeX partnership</a> first appeared on <a href="https://www.teleinfotoday.com">Tele Info Today</a>.]]></description>
										<content:encoded><![CDATA[<p>Deutsche Telekom and Niantic, Inc., creator of leading Augmented Reality games Pokémon GO and Ingress PRIME, announced a technology partnership that will bring Niantic’s Real World platform for Augmented Reality gaming to Deutsche Telekom’s MobiledgeX Edge servers and 5G network. Initial results of the partnership will be shared soon.</p>
<p>“We’re thrilled to partner with Niantic to leverage the Niantic Real World Platform to help showcase the best of DT’s 5G Network and MobiledgeX Edge infrastructure to help deliver scalable end-user experiences,” said Alex Jin-Sung Choi, Senior Vice President Research and Technology Innovation at Deutsche Telekom.</p>
<p>Niantic’s Real World Platform bridges the physical and digital worlds with advanced functionalities including real-time mass multiplayer experiences, persistence and visual occlusion, through contextual computer vision. These advanced features will take full advantage of Deutsche Telekom’s ultra low latency network technology to provide seamless customer experiences, including the Edge infrastructure being built through decentralized cloudlets.</p>
<p>“We’re hard at work on technology that bridges the physical and digital worlds to pave the way for new entertainment experiences, advanced robotics and scaled adaptive computing,” said Michael T. Jones, Senior Executive, Niantic. “We’re excited to partner with Deutsche Telekom and MobiledgeX to access ultra low latency networks and develop systems that would enable the full potential of our Real World Platform.”</p>
<p>Niantic will begin to integrate its Niantic Real World Platform through the Application Programming Interfaces (APIs) of MobiledgeX on Edge servers. The partnership will jointly demonstrate the capability of this new network technology to enhance high-speed synchronous multiplayer AR interactions in a shared environment. This will open up new dimensions for shared experiences and introduce lower friction access networks for Niantic’s AR Cloud, part of the Niantic Real World Platform.</p>
<p>“We are very excited to work with Niantic Inc, the world leader in Augmented Reality gaming. As a wildly successful company that creates uniquely collaborative gaming services, they recognize and are ready to harness the benefits of edge solutions today. Their needs of spatial understanding, real-time responsiveness and multi-player collaboration are a proxy for many other companies&#8217; use cases and edge dependent experiences,” said Jason Hoffman, President and CEO of MobiledgeX.</p>
<p><strong>About Niantic, Inc.</strong><br />
Niantic, Inc., builds mobile real-world experiences that foster fun, exploration, discovery and social interaction. The company’s immersive real-world mobile games Pokémon GO and Ingress are currently available on the App Store and Google Play. Harry Potter: Wizard’s Unite is Niantic, Inc.’s third game and is being co-developed with Warner Bros. Interactive Entertainment. Niantic has also developed its industry-leading Niantic Real World Platform which allows unprecedented ways to model, understand, and share reality. Originally incubated within Google, Niantic, Inc., spun out in 2015, with investments from Google, The Pokémon Company, and Nintendo. More recently, Niantic was valued at over $2 billion with Series-B funding led by Spark Capital, NetEase and other investors.<br />
For more information on Niantic, visit <a href="http://www.nianticlabs.com">www.nianticlabs.com</a>.</p>
<p><strong>About MobiledgeX</strong><br />
MobiledgeX Inc. (MEX) is building a marketplace of edge resources and services that will connect developers with the world&#8217;s largest mobile networks to power the next generation of applications and devices. MobiledgeX is an edge computing company founded by Deutsche Telekom AG and headquartered in Menlo Park, California.</p>The post <a href="https://www.teleinfotoday.com/press-releases/deutsche-telekom-niantic-and-mobiledgex-partnership">Deutsche Telekom, Niantic and MobiledgeX partnership</a> first appeared on <a href="https://www.teleinfotoday.com">Tele Info Today</a>.]]></content:encoded>
					
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		<title>Japanese Mobile Gaming Market to Pass $19.2 Billion in 2018</title>
		<link>https://www.teleinfotoday.com/trends/japanese-mobile-gaming-market-to-pass-19-2-billion-in-2018</link>
					<comments>https://www.teleinfotoday.com/trends/japanese-mobile-gaming-market-to-pass-19-2-billion-in-2018#respond</comments>
		
		<dc:creator><![CDATA[Content Team]]></dc:creator>
		<pubDate>Thu, 24 May 2018 12:17:22 +0000</pubDate>
				<category><![CDATA[Articles]]></category>
		<category><![CDATA[Gaming & Computing]]></category>
		<category><![CDATA[Trends]]></category>
		<guid isPermaLink="false">http://www.teleinfotoday.com/?p=12775</guid>

					<description><![CDATA[<p>Since the advent and later proliferation of smartphone technology, the mobile video game market has become an immense industry on a definite upwards trajectory. While the initial markets of these games were limited, both by host technology and software sales viability, recent trends have shown Japan on course to become one of the world’s largest [&#8230;]</p>
The post <a href="https://www.teleinfotoday.com/trends/japanese-mobile-gaming-market-to-pass-19-2-billion-in-2018">Japanese Mobile Gaming Market to Pass $19.2 Billion in 2018</a> first appeared on <a href="https://www.teleinfotoday.com">Tele Info Today</a>.]]></description>
										<content:encoded><![CDATA[<p>Since the advent and later proliferation of smartphone technology, the mobile video game market has become an immense industry on a definite upwards trajectory.</p>
<p>While the initial markets of these games were limited, both by host technology and software sales viability, recent trends have shown Japan on course to become one of the world’s largest and most profitable software developing nations, growing 15.1% in 2017 for a total predicted worth of $19.2 billion in 2018 alone.</p>
<p>This information comes from <a href="https://newzoo.com/insights/articles/global-games-market-reaches-137-9-billion-in-2018-mobile-games-take-half/" target="_blank" rel="noopener">market research firm Newzoo</a>, and appears in line with long-term trends of Japanese involvement within the greater gaming industry.<br />
Basis in Game Development</p>
<p>Part of this owes to <a href="http://www.usgamer.net/articles/the-famicom-legacy" target="_blank" rel="noopener">the significant legacy which Japan</a> has when it comes to digital entertainment. In the established video game market, there is a tendency to separate the different cultures into the East and West. When the term East is used, this almost entirely applies to the market and history of Japan. This is because Japan has held two of the strongest video game console systems under their purview for decades with the Sony PlayStation and Nintendo line of systems.</p>
<p><img fetchpriority="high" decoding="async" width="528" height="392" class="size-medium wp-image-12780 aligncenter" src="https://www.teleinfotoday.com/wp-content/uploads/articles/12775-sony-play-stations.jpg" srcset="https://www.teleinfotoday.com/wp-content/uploads/articles/12775-sony-play-stations.jpg 528w, https://www.teleinfotoday.com/wp-content/uploads/articles/12775-sony-play-stations-300x223.jpg 300w, https://www.teleinfotoday.com/wp-content/uploads/articles/12775-sony-play-stations-80x60.jpg 80w, https://www.teleinfotoday.com/wp-content/uploads/articles/12775-sony-play-stations-485x360.jpg 485w" sizes="(max-width: 528px) 100vw, 528px" /></p>
<p><span lang="EN-GB">&#8220;<a href="https://www.flickr.com/photos/hyku/3398182739/" target="_blank" rel="noopener">Sony PlayStation at GDC</a>&#8221; (<a href="https://creativecommons.org/licenses/by-sa/2.0/" target="_blank" rel="noopener">CC BY-SA 2.0</a>) by <a href="https://www.flickr.com/people/hyku/" target="_blank" rel="noopener">hyku</a><br />
</span>Not only has the history in this area already proven immensely profitable, it also created a supporting culture in terms of both experience and design philosophy which enables an agile approach to creating new games and taking advantage of new systems.</p>
<p><strong>Growing Trends</strong><br />
With the legacy of Japan&#8217;s history in video game development standing as one of the most respected in the world, it should also be noted that diversification is also a key component of modern profit. While the traditional video games still perform very well, it is the shift into other game-types which has enabled Japan to reach its current status as the third most profitable mobile gaming development nation in the world, after China and the United States.<br />
<img decoding="async" width="600" height="337" class="size-medium wp-image-12779 aligncenter" src="https://www.teleinfotoday.com/wp-content/uploads/articles/12775-clash-of-clanes.jpg" alt="" srcset="https://www.teleinfotoday.com/wp-content/uploads/articles/12775-clash-of-clanes.jpg 600w, https://www.teleinfotoday.com/wp-content/uploads/articles/12775-clash-of-clanes-300x169.jpg 300w" sizes="(max-width: 600px) 100vw, 600px" /></p>
<p><span lang="EN-GB">&#8220;<a href="https://www.flickr.com/photos/85217387@N04/8638067405/" target="_blank" rel="noopener">Clash of Clans 3</a>&#8221; (<a href="https://creativecommons.org/licenses/by-sa/2.0/" target="_blank" rel="noopener">CC BY-SA 2.0</a>) by <a href="https://www.flickr.com/people/85217387@N04/" target="_blank" rel="noopener">Themeplus</a><br />
</span>Most commonly, this is seen in adaptions of similar popular styles, such as the Clash of Clans series and types of games, more localized versions of which still stand as some of the most successful. Less traditional, yet no less popular, are the systems which focus on casinos games, like the <a href="https://casino.williamhill.com/ja-jp#!/lobby/slots">slot games at William Hill Japan</a>. Evidence of this is the creation of licensed games like Batman v Superman &#8211; this proves their profitability and popularity. Both of these markets have seen considerable growth owing to the general simplicity of the gameplay types, and the experiences which are purposely developed for efficient short or long-term play.</p>
<p><strong>Future Growth</strong><br />
There has been considerable discussion in the video game world recently over the potential directions of the next generations of video-game consoles and handhelds. One of these directions, as indicated by the popularity of the Nintendo Switch, is a greater emphasis on mobile play, and better integration of gaming companies with mobile devices as a whole. The upper limit of this growth is not yet understood, though corresponding growth is only expected alongside the continual growth of the mobile device market and its related technologies.</p>The post <a href="https://www.teleinfotoday.com/trends/japanese-mobile-gaming-market-to-pass-19-2-billion-in-2018">Japanese Mobile Gaming Market to Pass $19.2 Billion in 2018</a> first appeared on <a href="https://www.teleinfotoday.com">Tele Info Today</a>.]]></content:encoded>
					
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		<title>Evolution is EGR Live Casino Supplier of the Year for eighth successive year</title>
		<link>https://www.teleinfotoday.com/gaming-computing/evolution-is-egr-live-casino-supplier-of-the-year-for-eighth-successive-year</link>
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		<dc:creator><![CDATA[Yuvraj_titwp]]></dc:creator>
		<pubDate>Thu, 06 Jul 2017 00:00:00 +0000</pubDate>
				<category><![CDATA[Gaming & Computing]]></category>
		<guid isPermaLink="false">http://www.teleinfotoday.com/2017/07/06/evolution-is-egr-live-casino-supplier-of-the-year-for-eighth-successive-year/</guid>

					<description><![CDATA[<p>For the eighth year in a row, Evolution Gaming has been named Live Casino Supplier of the Year in the EGR (eGaming Review) B2B Awards. Seven other suppliers were shortlisted for the award. In an unbroken run of wins, Evolution Gaming has retained the top Live Casino Supplier award every single year since the EGR [&#8230;]</p>
The post <a href="https://www.teleinfotoday.com/gaming-computing/evolution-is-egr-live-casino-supplier-of-the-year-for-eighth-successive-year">Evolution is EGR Live Casino Supplier of the Year for eighth successive year</a> first appeared on <a href="https://www.teleinfotoday.com">Tele Info Today</a>.]]></description>
										<content:encoded><![CDATA[<p><span style="font-size: 12.16px;">For the eighth year in a row, Evolution Gaming has been named Live Casino Supplier of the Year in the EGR (eGaming Review) B2B Awards. Seven other suppliers were shortlisted for the award.</span></p>
<p><span style="font-size: 12.16px;">In an unbroken run of wins, Evolution Gaming has retained the top Live Casino Supplier award every single year since the EGR B2B Awards began in 2010.</span></p>
<p>S<span style="font-size: 12.16px;">peaking after the award presentation, Marcus Huber, Head of Key Account Management said: “Once again, this has been a remarkable 12 months for Evolution. In an increasingly competitive Live Casino sector we have further underlined our leading position with a host of innovative new products. New Evolution games launched during this period included Ultimate Texas Hold’em, Baccarat Control Squeeze, Speed Baccarat, Caribbean Stud Poker with Progressive Jackpot and our Dream Catcher money wheel.</span></p>
<p>There were also the first UK installations of our on-premise Dual Play Roulette at the prestigious Ritz Club and Hippodrome casinos in London, and another new studio the first in Romania at the Grand Casino Bucharest. In parallel we have made continual improvements to the mobile gaming experience, including the addition of portrait view to our Live Lobby and to Live Roulette.”</p>
<p><span style="font-size: 12.16px;">He added: “I thank all of our staff, our licensees and our players for this award. To win it once is an honour. To win it eight years in a row is astounding — and it’s testament to the world-class quality of our B2B Live Casino solutions and the quality of operational excellence we deliver for our licensees and their players </span><span style="font-size: 12.16px;">year on year.”</span></p>
<p><span style="font-size: 12.16px;"><strong>About the EGR B2B Awards<br />
</strong></span><span style="font-size: 12.16px;">The annual EGR B2B Awards, which began in 2010, reward and celebrate the best service providers and B2B operators in the online gaming industry. The awards recognise the achievements of suppliers from all major egaming disciplines including betting and gaming software, networks, mobile, payments, recruitment,</span><span style="font-size: 12.16px;">marketing, IT and infrastructure. The awards event is attended by over 500 egaming supplier and service provider professionals.</span></p>
<p><span style="font-size: 12.16px;">For trade press and media enquiries, please contact:</span></p>
<p>Amy Riches,<br />
Head of Marketing,<br />
ariches@evolutiongaming.com</p>
<p>For investor enquiries, please contact:<br />
<span style="font-size: 12.16px;">Jacob Kaplan, CFO,<br />
ir@evolutiongaming.com</span></p>The post <a href="https://www.teleinfotoday.com/gaming-computing/evolution-is-egr-live-casino-supplier-of-the-year-for-eighth-successive-year">Evolution is EGR Live Casino Supplier of the Year for eighth successive year</a> first appeared on <a href="https://www.teleinfotoday.com">Tele Info Today</a>.]]></content:encoded>
					
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		<title>SK Telecom Signs Partnership Agreement with Niantic, Inc. and The Pokémon Company</title>
		<link>https://www.teleinfotoday.com/news/sk-telecom-signs-partnership-agreement-with-niantic-inc-and-the-pokemon-company</link>
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		<dc:creator><![CDATA[Yuvraj_titwp]]></dc:creator>
		<pubDate>Mon, 20 Mar 2017 00:00:00 +0000</pubDate>
				<category><![CDATA[Gaming & Computing]]></category>
		<category><![CDATA[News]]></category>
		<category><![CDATA[Voice & Data]]></category>
		<guid isPermaLink="false">http://www.teleinfotoday.com/2017/03/20/sk-telecom-signs-partnership-agreement-with-niantic-inc-and-the-pokemon-company/</guid>

					<description><![CDATA[<p>SK Telecom announced that it has entered into a joint marketing agreement with Niantic, Inc. and The Pokémon Company.Pokémon GO, a location-based augmented reality game for Android and iOS mobile devices, had surpassed 650 million downloads worldwide. Released in the Korean market in January 2017, the game has recently added over 80 new Pokémon.Under the [&#8230;]</p>
The post <a href="https://www.teleinfotoday.com/news/sk-telecom-signs-partnership-agreement-with-niantic-inc-and-the-pokemon-company">SK Telecom Signs Partnership Agreement with Niantic, Inc. and The Pokémon Company</a> first appeared on <a href="https://www.teleinfotoday.com">Tele Info Today</a>.]]></description>
										<content:encoded><![CDATA[<p><span style="font-size: 12.16px">SK Telecom announced that it has entered into a joint marketing agreement with Niantic, Inc. and The Pokémon Company.</span><span style="font-size: 12.16px">Pokémon GO, a location-based augmented reality game for Android and iOS mobile devices, had surpassed 650 million downloads worldwide. </span></p>
<p><span id="more-1111"></span></p>
<p><span style="font-size: 12.16px">Released in the Korean market in January 2017, the game has recently added over 80 new Pokémon.</span><span style="font-size: 12.16px">Under the joint marketing agreement, SK Telecom’s approximately 4,000 authorized retail stores will become PokéStops or Gyms.</span></p>
<p><span style="font-size: 12.16px">Moreover, new and existing SK Telecom customers can get free and unlimited high-speed data for Pokémon GO gaming* in Korea until the end of June 2017. This will particularly benefit the youth customers, the main players of the game, as most of them are not subscribed to unlimited data plans and thus are more sensitive to data consumption.</span></p>
<p>*Free data does not apply to the Pokémon GO app download and updates.</p>
<p><span style="font-size: 12.16px">Through the agreement, SK Telecom becomes the only Korean mobile operator to establish an official partnership with Pokémon GO. The local marketing activity will be supported by the subsidiary of The Pokémon Company, Pokémon Korea, Inc.</span></p>
<p>SK Telecom has been developing and investing in core AR technologies – including ‘T Real AR Platform’ – to build an enriched AR ecosystem. The company recently held a meeting with Niantic to discuss cooperation for the future technologies in the areas of AR and indoor positioning.</p>
<p>“Partnering with SK Telecom will benefit all Pokémon GO Trainers across Korea, adding 4,000 new places for them to play the game,” said John Hanke, CEO of Niantic. “We’re happy to be working with a telecom provider who is so connected with games and understand the needs of local players.”</p>
<p>“SK Telecom is excited to enter into a meaningful partnership with Niantic, a leading gaming app developer in the world,” said Lee Inn-chan, Executive Vice President and Head of Service Innovation Division of SK Telecom. “Starting with this partnership, SK Telecom will join hands with more companies across the globe to collaborate in advanced technologies to provide customers with differentiated value and experience.”</p>
<p><span style="font-size: 12.16px"><strong>About Niantic, Inc.<br />
</strong></span><span style="font-size: 12.16px">Niantic, Inc. builds mobile real-world experiences that foster fun, exploration, discovery and social interaction. Originally incubated within Google, Niantic, Inc., spun out in 2015, with investments from Google, The Pokémon Company and Nintendo. The company’s immersive real-world mobile game Ingress has been downloaded more than 15 million times and is played in more than 200 countries and territories worldwide. Niantic, Inc., also developed and published Pokémon GO, the real-world Pokémon game for iOS and Android mobile devices that has been downloaded more than 650 million times. For more information on Niantic, please visit www.nianticlabs.com.</span></p>
<p><strong>About The Pokémon Company<br />
</strong><span style="font-size: 12.16px">The Pokémon Company (President and Chief Executive Officer, Tsunekazu Ishihara) was established in 1998. Headquartered in Tokyo, The Pokémon Company’s operations span four key areas: video game production and development, trading card game business planning and promotion, licensing and quality control, and management of all official outlets selling Pokémon-related merchandise in locations throughout Japan. Upholding the brand through strict product evaluation and support for licensees, it ensures that the role-playing world of Pokémon remains a fresh, fun, and exciting connective medium for players around the globe who enjoy collecting and exchanging the unique characters, which have grown in number to more than 700 since the release of the first video game in 1996.</span></p>
<p><strong>About Pokémon Korea, Inc.<br />
</strong><span style="font-size: 12.16px">Pokémon Korea, Inc., a subsidiary of The Pokémon Company in Japan, manages the property of Korea and is responsible for brand management, licensing, marketing, the Pokémon Trading Card Game, the animated TV series, home entertainment, and the official Pokémon website.</span><span style="font-size: 12.16px">Pokémon was launched in Japan in 1996 and today is one of the most popular children&#8217;s entertainment properties in the world.</span></p>
<p><strong>About SK Telecom<br />
</strong><span style="font-size: 12.16px">Established in 1984, SK Telecom is the largest mobile operator in Korea by both revenue and number of subscribers. As of December 2016, the company holds around 50 percent of the market, with 29.60 million mobile subscribers including 21.1 million LTE subscribers. It has reached KRW 17.092 trillion in revenue in 2016.</span></p>
<p>SK Telecom has led the advancement of mobile technologies ranging from 2G to 4G, and is currently setting important milestones in its journey to 5G. The company is not only leading innovation in the field of mobile network, but also providing IoT, media, home and platform services.</p>
<p>SK Telecom is determined to play a significant role in the Fourth Industrial Revolution by achieving innovations and promoting shared growth with other players in the industry.<span style="font-size: 12.16px">For more information, please visit www.sktelecom.com/en or contact skt_press@sk.com.</span></p>The post <a href="https://www.teleinfotoday.com/news/sk-telecom-signs-partnership-agreement-with-niantic-inc-and-the-pokemon-company">SK Telecom Signs Partnership Agreement with Niantic, Inc. and The Pokémon Company</a> first appeared on <a href="https://www.teleinfotoday.com">Tele Info Today</a>.]]></content:encoded>
					
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		<title>Huawei Technologies and SLA Mobile Sign Agreement to Bring Direct Operator Billing Services to WAKTI App Store with Zain Kuwait</title>
		<link>https://www.teleinfotoday.com/press-releases/huawei-technologies-and-sla-mobile-sign-agreement-to-bring-direct-operator-billing-services-to-wakti-app-store-with-zain-kuwait</link>
					<comments>https://www.teleinfotoday.com/press-releases/huawei-technologies-and-sla-mobile-sign-agreement-to-bring-direct-operator-billing-services-to-wakti-app-store-with-zain-kuwait#respond</comments>
		
		<dc:creator><![CDATA[Yuvraj_titwp]]></dc:creator>
		<pubDate>Tue, 03 Mar 2015 10:05:46 +0000</pubDate>
				<category><![CDATA[APPS World]]></category>
		<category><![CDATA[Enterprise IT]]></category>
		<category><![CDATA[Gaming & Computing]]></category>
		<category><![CDATA[Press Releases]]></category>
		<guid isPermaLink="false">http://www.teleinfotoday.com/2015/03/03/huawei-technologies-and-sla-mobile-sign-agreement-to-bring-direct-operator-billing-services-to-wakti-app-store-with-zain-kuwait/</guid>

					<description><![CDATA[<p>Huawei Technologies &#8211; Kuwait, a global leader of ICT solutions, has signed an agreement with SLA Mobile, a leading mobile solutions provider, to bring Direct Operator Billing services for Android WAKTI Games and Apps Store to Zain Kuwait subscribers. Debuted in May 2014 and based in Dubai, Wakti is the dedicated gaming and application platform [&#8230;]</p>
The post <a href="https://www.teleinfotoday.com/press-releases/huawei-technologies-and-sla-mobile-sign-agreement-to-bring-direct-operator-billing-services-to-wakti-app-store-with-zain-kuwait">Huawei Technologies and SLA Mobile Sign Agreement to Bring Direct Operator Billing Services to WAKTI App Store with Zain Kuwait</a> first appeared on <a href="https://www.teleinfotoday.com">Tele Info Today</a>.]]></description>
										<content:encoded><![CDATA[<p style="text-align: justify;"><span style="font-size: 12.1599998474121px; line-height: 1.3em;">Huawei Technologies &#8211; Kuwait, a global leader of ICT solutions, has signed an agreement with SLA Mobile, a leading mobile solutions provider, to bring Direct Operator Billing services for Android WAKTI Games and Apps Store to Zain Kuwait subscribers.</span></p>
<p><span id="more-847"></span></p>
<p><span style="font-size: 12.1599998474121px; line-height: 1.3em; text-align: justify;">Debuted in May 2014 and based in Dubai, Wakti is the dedicated gaming and application platform of Huawei Kuwait. Wakti has become a world leading android app store, committed to providing quality applications, tailored to the needs of the user.</span></p>
<p style="text-align: justify;"><span style="font-size: 12.1599998474121px; line-height: 1.3em;">SLA Mobile will connect Huawei Kuwait to Zain Kuwait subscribers through Direct Operator Billing. Direct Operator Billing, also known as Carrier Billing, will allow Zain’s subscribers to purchase digital content from the store by charging the amount to their prepaid credit or monthly bill. It is widely regarded as one of the safest digital payment options as there is no need for bank or credit card details.</span></p>
<p style="text-align: justify;"><span style="font-size: 12.1599998474121px; line-height: 1.3em;">Gaolibin, Director of Carrier Software business of Huawei Kuwait commented, “At Huawei Kuwait, we are committed to providing our customers with a one stop shop for applications. By partnering with SLA Mobile we are able to further distinguish our offering by giving Zain subscribers the opportunity to purchase applications using Direct Operator Billing.”</span></p>
<p style="text-align: justify;"><span style="font-size: 12.1599998474121px; line-height: 1.3em;">Amelia Power, Head of Sales and Marketing at SLA Mobile said, “Partnering with Huawei Technologies – Kuwait delivers another lucrative merchant to Zain Kuwait subscribers.” Amelia added, “The partnership presents Huawei technologies &#8211; Kuwait with the opportunity of a new channel to market as Zain subscribers can rest assured that by using Direct Operator Billing their payments will be secure.” </span></p>
<p style="text-align: justify;">The post <a href="https://www.teleinfotoday.com/press-releases/huawei-technologies-and-sla-mobile-sign-agreement-to-bring-direct-operator-billing-services-to-wakti-app-store-with-zain-kuwait">Huawei Technologies and SLA Mobile Sign Agreement to Bring Direct Operator Billing Services to WAKTI App Store with Zain Kuwait</a> first appeared on <a href="https://www.teleinfotoday.com">Tele Info Today</a>.]]></content:encoded>
					
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		<title>PlayStation 4 vs Xbox One: the console war that turned into a love story</title>
		<link>https://www.teleinfotoday.com/gaming-computing/playstation-4-vs-xbox-one-the-console-war-that-turned-into-a-love-story</link>
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		<dc:creator><![CDATA[Yuvraj_titwp]]></dc:creator>
		<pubDate>Fri, 18 Jul 2014 18:30:00 +0000</pubDate>
				<category><![CDATA[Gaming & Computing]]></category>
		<guid isPermaLink="false">http://www.teleinfotoday.com/2014/07/19/playstation-4-vs-xbox-one-the-console-war-that-turned-into-a-love-story/</guid>

					<description><![CDATA[<p>Executives from Sony and Microsoft are battling it out over who can be nicer about the rival games console. Are we ready for this new era of kindness? The new era began at 2pm on 15 November 2013; the day that PlayStation 4 arrived in North America. A message went out from the official Xbox [&#8230;]</p>
The post <a href="https://www.teleinfotoday.com/gaming-computing/playstation-4-vs-xbox-one-the-console-war-that-turned-into-a-love-story">PlayStation 4 vs Xbox One: the console war that turned into a love story</a> first appeared on <a href="https://www.teleinfotoday.com">Tele Info Today</a>.]]></description>
										<content:encoded><![CDATA[<p><span style="line-height: 1.3em;"><strong>Executives from Sony and Microsoft are battling it out over who can be nicer about the rival games console. Are we ready for this new era of kindness?</strong></span></p>
<p><span id="more-783"></span></p>
<p>The new era began at 2pm on 15 November 2013; the day that PlayStation 4 arrived in North America. A message went out from the official Xbox Twitter account. It read: &#8220;congratulations on your launch Sony.&#8221; A little later, official Xbox spokesman Larry Hyrb tweeted Sony Worldwide Studios chief Shuhei Yoshida to offer his personal accolades. &#8220;Thanks Larry, your turn next week! :D&#8221; Yoshida-san politely replied.</p>
<p>Far from a momentary exchange, this affable goodwill has continued. In a recent interview with industry news site Gamesindustry.biz, Xbox chief Phil Spencer praised the success of Playstation. &#8220;You look at what Sony has sold, and congratulations to them,&#8221; he swooned. &#8220;They&#8217;ve had a great launch.&#8221; Then on Monday, Yoshida spoke to Eurogamer about Microsoft&#8217;s showing at the recent E3 event in Los Angeles, stating, &#8220;The attitude was great, like from Phil Spencer. I read and listened to his interviews, and he&#8217;s a reasonable, smart guy, compared to some other people who used to say some unbelievable things.&#8221;</p>
<p>Frankly, this new relationship of mutual respect has frightened and mystified gamers. As long as consoles have been around, there has been intense, at times destructive, rivalry. In the 1970s Atari fought with Coleco, and Coleco fought with Mattel, the trio often running TV commercials that directly ridiculed the games of their competitors. In the home computer boom of the 80s, the rivalry between ZX Spectrum creator Clive Sinclair and BBC Micro founder Chris Curry was so fierce it would later inspire a TV drama.</p>
<p>And if you want raw savagery, you only have to look at the Sega v Nintendo years of the early 90s. When both companies were called in front of a senate hearing about video game violence, Nintendo US chairman Howard Lincoln launched a scathing attack on Sega for the violence portrayed in Mega Drive titles like Mortal Kombat and Night Trap. Indeed, developer Tom Zito, who worked with Sega on Night Trap, was quoted in the book The Ultimate History of Video Games, claiming that Nintendo has orchestrated the whole hearing in order to get Sega into trouble. Yes, that&#8217;s in trouble with the US government.</p>
<p>In many ways, gamers have supported and encouraged these bitter feuds. In the playground, owning the coolest console was always ridiculously important, and fans really got behind their chosen manufacturers like a sports fan gets behind their team. You had to be Spectrum or Commodore 64, Sega or Nintendo, PlayStation or Xbox, and you expected the manufacturers to back you up in your fight against the godless heretics on the other side.</p>
<p><strong>You can&#8217;t have a console war in the boardroom</strong></p>
<p>Perhaps the newfound respect is a sign that the industry has matured. The average age of a gamer now is 35, and you can&#8217;t refuse to talk to the marketing executive at your firm because they own an Xbox One not a PlayStation 4 so they smell. At the same time, consoles are no longer the kings of the gaming block. Smartphones have created a massive new audience of casual players, and the PC has had something of a renaissance thanks to the Steam digital games service and the rise of indie developments like Minecraft. It&#8217;s not me v you in consoles anymore, it&#8217;s us v them.</p>
<p>In some ways it&#8217;s a shame. Great game design, great art even (OK, let&#8217;s not go there right now), is born from conflict and chaos, not from cosy chats and shared admiration. Grudging respect is fine, but I half yearn for the days when we spent so long with our consoles of choice that they became part of our identity, and identity is always forged in opposition.</p>
<p>Maybe there will be a tiff. Maybe Spencer will have a sly dig at how Sony is relying heavily on the forthcoming next-gen update of PS3 hit The Last of Us to excite potential PS4 owners. Maybe Yoshida will do another funny video about the latest Microsoft PR disaster. But surely, this uneasy, obsequious truce cannot last. We&#8217;ve had the love story, now let&#8217;s have the fiery break-up album.</p>The post <a href="https://www.teleinfotoday.com/gaming-computing/playstation-4-vs-xbox-one-the-console-war-that-turned-into-a-love-story">PlayStation 4 vs Xbox One: the console war that turned into a love story</a> first appeared on <a href="https://www.teleinfotoday.com">Tele Info Today</a>.]]></content:encoded>
					
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		<title>Sony bets gaming market still has room for handheld Vita</title>
		<link>https://www.teleinfotoday.com/news/sony-bets-gaming-market-still-has-room-for-handheld-vita</link>
					<comments>https://www.teleinfotoday.com/news/sony-bets-gaming-market-still-has-room-for-handheld-vita#respond</comments>
		
		<dc:creator><![CDATA[Yuvraj_titwp]]></dc:creator>
		<pubDate>Mon, 20 Feb 2012 00:00:00 +0000</pubDate>
				<category><![CDATA[Equipment]]></category>
		<category><![CDATA[Gaming & Computing]]></category>
		<category><![CDATA[News]]></category>
		<guid isPermaLink="false">http://www.teleinfotoday.com/2012/02/20/sony-bets-gaming-market-still-has-room-for-handheld-vita/</guid>

					<description><![CDATA[<p>Electronics maker seeing increasing competitive pressure from smartphone, tablet games. Sony Corp. has had its share of challenges of late, but one of its biggest may come this week when the company launches a high-end, handheld game console into the U.S. market. For Japanese electronics giant Sony, the PlayStation Vita represents a sizable bet that [&#8230;]</p>
The post <a href="https://www.teleinfotoday.com/news/sony-bets-gaming-market-still-has-room-for-handheld-vita">Sony bets gaming market still has room for handheld Vita</a> first appeared on <a href="https://www.teleinfotoday.com">Tele Info Today</a>.]]></description>
										<content:encoded><![CDATA[<p style="text-align: justify;">Electronics maker seeing increasing competitive pressure from smartphone, tablet games.</p>
<p><span id="more-246"></span></p>
<div style="text-align: justify;">Sony Corp. has had its share of challenges of late, but one of its biggest may come this week when the company launches a high-end, handheld game console into the U.S. market.</div>
<div style="text-align: justify;"></div>
<div style="text-align: justify;">For Japanese electronics giant Sony, the PlayStation Vita represents a sizable bet that there is still room in the market for a premium, dedicated device you hold in your hands, even with the explosive growth of smartphones like the iPhone that have proven to be popular game platforms of their own. For videogame publishers, they too must assess how much of a market remains for games that can carry a retail price of $40 against a growing raft of titles that cost just $1 &#8212; or free, in many cases.</div>
<div style="text-align: justify;"></div>
<div style="text-align: justify;">Sony will launch the Vita in the U.S. on Wednesday, though some units were shipped Thursday to those who prepaid for the device.</div>
<div style="text-align: justify;"></div>
<div style="text-align: justify;">&#8220;I would argue that we&#8217;re not blind to the world, and if we didn&#8217;t fully believe that there was a great opportunity there, we would not have invested probably the most significant investment that the corporation has made in a dedicated handheld,&#8221; said Jack Tretton, chief executive of Sony Computer Entertainment of America, which runs the PlayStation business.</div>
<div style="text-align: justify;"></div>
<div style="text-align: justify;">Tretton added that videogame players now total more than one billion, with 163 million in the U.S., and those numbers are growing &#8220;exponentially.&#8221;</div>
<div style="text-align: justify;"></div>
<div style="text-align: justify;">&#8220;If there are more people in gaming, why wouldn&#8217;t there be more people interested in a dedicated gaming device?&#8221; he asked in an interview Friday.</div>
<div style="text-align: justify;"></div>
<div style="text-align: justify;">The device was first unveiled last summer at the E3 industry trade show. It was launched on the Japanese market on Dec. 17, selling about 350,000 units in its first few days. More than 500,000 have sold in that market to date, according to figures from Sony.</div>
<div style="text-align: justify;"></div>
<div style="text-align: justify;">In the U.S., the Vita carries a starting price tag of $250 for a version that connects only to Wi-Fi networks; another version that can also access 3G wireless networks starts at $299. Many of the initial game titles available at launch are priced in the $20 to $40 range.</div>The post <a href="https://www.teleinfotoday.com/news/sony-bets-gaming-market-still-has-room-for-handheld-vita">Sony bets gaming market still has room for handheld Vita</a> first appeared on <a href="https://www.teleinfotoday.com">Tele Info Today</a>.]]></content:encoded>
					
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		<title>Vodafone Gets Sony Vita Preferred 3G Partner Status</title>
		<link>https://www.teleinfotoday.com/operator-services/vodafone-gets-sony-vita-preferred-3g-partner-status</link>
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		<dc:creator><![CDATA[Yuvraj_titwp]]></dc:creator>
		<pubDate>Mon, 21 Nov 2011 00:00:00 +0000</pubDate>
				<category><![CDATA[Gaming & Computing]]></category>
		<category><![CDATA[Internet]]></category>
		<category><![CDATA[Operator Services]]></category>
		<guid isPermaLink="false">http://www.teleinfotoday.com/2011/11/21/vodafone-gets-sony-vita-preferred-3g-partner-status/</guid>

					<description><![CDATA[<p>Sony has chosen mobile phone carrier Vodaone as its &#8220;preferred provider&#8221; of 3G connectivty for its next generation PlayStation Vita across Europe and in other territories. The 3G iteration of the console will be launched in the UK on the 22nd of February 2012, and will come with a Vodafone SIM card and a PSN [&#8230;]</p>
The post <a href="https://www.teleinfotoday.com/operator-services/vodafone-gets-sony-vita-preferred-3g-partner-status">Vodafone Gets Sony Vita Preferred 3G Partner Status</a> first appeared on <a href="https://www.teleinfotoday.com">Tele Info Today</a>.]]></description>
										<content:encoded><![CDATA[<p style="text-align: justify;">Sony has chosen mobile phone carrier Vodaone as its &#8220;preferred provider&#8221; of 3G connectivty for its next generation PlayStation Vita across Europe and in other territories.</p>
<p><span id="more-166"></span></p>
<div style="text-align: justify;"></div>
<div style="text-align: justify;">The 3G iteration of the console will be launched in the UK on the 22nd of February 2012, and will come with a Vodafone SIM card and a PSN voucher which gives a free copy of the game &#8220;WipeOut 2038&#8221;.</div>
<div style="text-align: justify;">The 3G Vita will be available for £279, which is not a lot to pay for what is essentially, a much better version of the Sony Ericsson Xperia Play without Android, Playstation Certification and phone calling capabilities.</div>
<div style="text-align: justify;"></div>
<div style="text-align: justify;">Sony also confirmed that it will give a few bonuses &#8211; like blue in-ear earphones, discounts for games, PSN avatar goodies and more &#8211; to those who preorder the console.</div>
<div style="text-align: justify;">SCEE CEO Jim Ryan said, &#8220;with social gaming and connectivity at the heart of PlayStation Vita it is important that we partner with a market leading network provider, to ensure users have a high quality 3G experience&#8221;.</div>
<div style="text-align: justify;">The Wi-Fi only version of the Vita will cost only £229. It will be interesting to find out how much data allowance Vodafone is going to give Vita customers.</div>
<div style="text-align: justify;"></div>
<div style="text-align: justify;"></div>The post <a href="https://www.teleinfotoday.com/operator-services/vodafone-gets-sony-vita-preferred-3g-partner-status">Vodafone Gets Sony Vita Preferred 3G Partner Status</a> first appeared on <a href="https://www.teleinfotoday.com">Tele Info Today</a>.]]></content:encoded>
					
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