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'''''Grant, a Sr. Storage Admin at a large bank discusses how heterogeneous storage virtualization can help reduce the budget for 2009.'''''
'''''Grant, a Sr. Storage Admin at a large bank discusses how heterogeneous storage virtualization can help reduce the budget for 2009.'''''
{{Click||image=Icon_listen.gif|link= Media:11-18-08_Peer_Incite_mashup.mp3‎ | width=67px|height=16px}}  
{{Click||image=Icon_listen.gif|link= Media:11-18-08_Peer_Incite_mashup.mp3‎ | width=67px|height=16px}}  
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*[[2009 Storage budget cuts - what are your options?|Read the Peer Incite Research Notes]]
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*[[2009 Storage budget cuts - what are your options?|Read the notes from this meeting]]
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Revision as of 04:00, 23 December 2008


Latest Peer Incites:

Six Wikibon experts break down EMC's recent analyst event

Media:12-16-08_EMC_Peer_Incite_mashup.mp3


Grant, a Sr. Storage Admin at a large bank discusses how heterogeneous storage virtualization can help reduce the budget for 2009.

Media:11-18-08_Peer_Incite_mashup.mp3‎

Wikitip

Global Social Gaming Market is Expected to Reach USD 17.40 Billion Globally in 2019: Transparency Market Research

According to a new market report published by Transparency Market Research "Social Gaming Market - Global Industry Analysis, Size, Share, Growth, Trends and Forecast, 2013 - 2019," the global Social Gaming market is expected to reach a value of USD 17.40 billion by 2019, growing at a CAGR of 16.1% from 2013 to 2019. Growth in the usage of internet and social networking sites has spurred the growth of the games over the internet. The other factor being the growing demand of smartphones and tablet PCs. Asia Pacific was the largest contributor in social gaming market and accounted for a share of 45% in 2012.

Decline in prices of mobile devices i.e. smartphones and tablets and easy access to internet has resulted in the growth of these games.

Among different types of revenue generation methods, virtual goods helped generate 60% of the revenue followed by advertisements in 2012. Continuous rise in the internet subscribers, increase social network accounts, demand for mobile devices and free and easy access to internet are some important factors driving the demand for social gaming globally.

Ban on social networking sites in regions such as the Middle East and China has limited the growth of the market. People of age group 19 - 25 years has contributed largely to the growth of social games and is expected to grow at a CAGR of 17.3 % during the forecast period from 2013 - 2019. A major reason for the growing popularity of the social games among this age group is the readily available internet services in schools, colleges or homes.

Female is the largest gender segment that held a share of around 54% in 2012 followed by male with 46 % share in 2012. Demand for games by female is primarily driven by increase in usage of internet in the homes and the rise in demand of smartphones.

In terms of geographical regions, Asia Pacific represents largest market for social gaming and is expected to reach USD 7.59 billion by 2019. Huge population in the region has boosted the demand of mobiles and smartphones which in turn has compelled the game designers to develop games of the mobile devices. The global social gaming market was dominated by Zynga Inc. in 2012. Other important players in the global social gaming market include Playdom, Rock You, Rovio and others.

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Featured Case Study

Virtualization Energizes Cal State University

John Charles is the CIO of California State University, East Bay (CSUEB) and Rich Avila is Director, Server & Network Operations. In late 2007 they were both looking down the barrel of a gun. The total amount of power being used in the data center was 67KVA. The maximum power from the current plant was 75kVA. PG&E had informed them that no more power could be delivered. They would be out of power in less than six months. A new data center was planned, but would not be available for two years.

read more...

Storage Professional Alerts


Featured How-To Note

Storage Virtualization Design and Deployment

A main impediment to storage virtualization is the lack of multiple storage vendor (heterogeneous) support within available virtualization technologies. This inhibits deployment across a data center. The only practical approach is either to implement a single vendor solution across the whole of the data center (practical only for small and some medium size data centers) or to implement virtualization in one or more of the largest storage pools within a data center.

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