Home

From Wikibon

(Difference between revisions)
Jump to: navigation, search
Line 14: Line 14:
{|
{|
|+
|+
-
| colspan="2" | <tipoftheday category="Information_Management_wikitips" />
+
| colspan="2" | <tipoftheday category="wikitips" />
|+
|+
| width="50%" valign="top" |  
| width="50%" valign="top" |  
Line 32: Line 32:
<p style="color: #666;">Fluctuating energy prices have heightened electricity and energy consumption as a major issue within the technology community. IT is a significant consumer of energy and IT energy costs have been rising disproportionately because of continued investment in denser IT equipment. Estimates from the EPA and others indicate that IT will account for 3% of energy consumption by 2012.</p>
<p style="color: #666;">Fluctuating energy prices have heightened electricity and energy consumption as a major issue within the technology community. IT is a significant consumer of energy and IT energy costs have been rising disproportionately because of continued investment in denser IT equipment. Estimates from the EPA and others indicate that IT will account for 3% of energy consumption by 2012.</p>
[[Planning a green storage initiative | read more...]]
[[Planning a green storage initiative | read more...]]
-
|}[[Category:Business compliance]]<br />[[Category: Email archiving]]<br />[[Category: Finance]]<br />[[Category: Information Management wikitips]]<br />[[Category: Information management]]<br />[[Category: Leasing]]<br />[[Category: Wikitips]]<br />
+
|}
 +
[[Category:Backup and restore]]<br />[[Category: Business compliance]]<br />[[Category: Data Protection wikitip]]<br />[[Category: Data deduplication]]<br />[[Category: Email archiving]]<br />[[Category: Finance]]<br />[[Category: Information Management wikitips]]<br />[[Category: Information management]]<br />[[Category: Leasing]]<br />[[Category: Mobile Enterprise Wikitips]]<br />[[Category: Wikitips]]<br />

Revision as of 02:31, 7 January 2009


Latest Peer Incites:

1. Six Wikibon experts break down EMC's recent analyst event (23 Mins)

Media:12-16-08_EMC_Peer_Incite_mashup.mp3


2. Grant, a Sr. Storage Admin at a large bank discusses how heterogeneous storage virtualization can help reduce the budget for 2009. (20 Mins)

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.

View Another Wikitip

Featured Case Study

Financial giant goes green

The corporate IT group of a very large, worldwide financial organization with 100,000 employees, has initiated an ongoing “greening” process. This is focused largely on reducing energy use both to decrease the corporation's carbon footprint while creating a net savings in operational costs over the lifetime of new, more energy-efficient equipment, including new storage systems.

read more...

Storage Professional Alerts


Featured How-To Note

Planning a Green Storage Initiative

Fluctuating energy prices have heightened electricity and energy consumption as a major issue within the technology community. IT is a significant consumer of energy and IT energy costs have been rising disproportionately because of continued investment in denser IT equipment. Estimates from the EPA and others indicate that IT will account for 3% of energy consumption by 2012.

read more...












Personal tools