Industry News
Widespread Adoption of 3D Content Driving Real-time (Graphics and Video) Rendering Solutions Market
According to a new market report pertaining to the global real-time (graphics and video) rendering solutions market, the global real-time (graphics and video) rendering solutions market is projected to reach a value of ~US$ 4 Bn by 2027, from US$ 1 Bn in 2018, expanding at a CAGR of ~17% from 2019 to 2027. Expansion of the real-time (graphics and video) rendering solutions market can be attributed to the widespread adoption of 3D content among organizations, and less time required for 3D rendering with reduced cost. North America is anticipated to lead the global real-time (graphics and video) rendering solutions market, followed by Europe, during the forecast period.
Industries such as media & entertainment, manufacturing, and automotive have increased the use of 3D content to enable creativity and impact the manner in which thoughts or ideas are rendered and conceptualized. 3D content is widely utilized by various organizations for product design as well as modeling, in order to enable them to generate better graphics. 3D content has emerged as a significant part of the designing process among engineers and architects. Designers, architects, and engineers are focusing more on leveraging 3D rendering software to convert their innovative ideas into design in real-time by exploring several options, making modifications, and creating several versions of their designs. Hence, the widespread adoption of 3D content among organizations is positively impacting the real-time (graphics and video) rendering solutions market, worldwide.
Increasing Demand for Prototyping of New Product Design Across Industries to Provide Opportunity
A prototype is an initial model, sample, or proclamation of a product built to examine a process or an act, or a concept, as a thing to be simulated or learned from. It is a term engaged in diversified context, such as design, semantics, and software programming. Furthermore, a prototype is primarily utilized to assess a new product design in order to improve precision by designers, system analysts, and users. Various manufacturing companies develop prototypes of their new products by employing visualization and 3D rendering software before commencing actual production, and test them across users for acceptability. This trend of prototyping is rising rapidly across industry segments, which, in turn, is likely to boost the demand for 3D rendering software. The demand for prototyping is rising, as enterprises are launching new and innovative products to increase their market share. Hence, the demand for 3D rendering software among industries is expected to positively influence the real-time (graphics and video) rendering solutions market in the near future.
Real-time (Graphics and Video) Rendering Solutions Market: Segment Analysis
The global real-time (graphics and video) rendering solutions market has been segmented based on solution, deployment, enterprise size, application, end use, and region.
In terms of solution, the real-time (graphics and video) rendering solutions market has been segmented into platform/ tools and professional services. The platform/ tools segment is expected to hold a prominent share of the global real-time (graphics and video) rendering solutions market by the end of 2019. The professional services segment is projected to expand at a notable CAGR of ~21% during the forecast period.
Based on deployment, the real-time (graphics and video) rendering solutions market has been divided into cloud-based, on-premise, and hybrid. The on-premise segment is expected to hold the largest market share by the end of 2019. The cloud-based segment is expected to account for the highest CAGR of 19% from 2019 to 2027.
Based on enterprise size, the real-time (graphics and video) rendering solutions market has been bifurcated into small and medium enterprises and large enterprises. The large enterprises segment is expected to hold a notable share by the end of 2019. The small and medium enterprises segment is expected to account for the highest CAGR of 19% from 2019 to 2027.
Based on application, the real-time (graphics and video) rendering solutions market has been divided into content development and content transformation, and visualization. The visualization segment is projected to hold a major share of the market by the end of 2019. The content development segment is estimated to expand at a CAGR of ~19% from 2019 to 2027.
Based on end user, the real-time (graphics and video) rendering solutions market has been divided into manufacturing & automotive, construction, healthcare & pharmaceuticals, retail and e-Commerce, aerospace & defense, media & entertainment. The construction segment is anticipated to account for a notable share of the global real-time (graphics and video) rendering solutions market by the end of 2019. The healthcare & pharmaceuticals segment of the global real-time (graphics and video) rendering solutions market is projected to expand at a prominent CAGR of ~21% from 2019 to 2027.
Real-time (Graphics and Video) Rendering Solutions Market: Regional Outlook
In terms of region, the global real-time (graphics and video) rendering solutions market has been segmented into North America, Europe, Asia Pacific, Middle East & Africa, and South America. North America led the global real-time (graphics and video) rendering solutions market, accounting for a substantial share in 2018, with the U.S. and Canada being the major markets in the region. The real-time (graphics and video) rendering solutions market in Asia Pacific is estimated to expand at a CAGR of ~20% during the forecast period. The real-time (graphics and video) rendering solutions markets in the Middle East & Africa and South America are expected to expand moderately during the forecast period.
Real-time (Graphics and Video) Rendering Solutions Market: Key Players
The research study includes the profiles of leading companies operating in the global real-time (graphics and video) rendering solutions market. Key players profiled in the report include ACCA software, Autodesk, Inc., Avid Technology, Inc., Easy Render, Epic Games, Inc., Idex Solutions Inc., Lumiscaphe, Nanopixel, Promotheus, Silicon Studio Corp, Umbra, and Urender.
These insights are based on a report on Real-Time Rendering Solutions Market by Transparency Market Research.
Industry News
Maximising Your Cross-Market Appeal
With Bitblox introducing an entirely new breed of crypto-based price prediction games to the iGaming industry, we talked to CEO, Brandt Page, to discover how combining elements of both chance and skill with lightning-fast betting rounds has helped improve their cross-market appeal.
When Bitblox was first established, our core concept was relatively simple; we didn’t just want to provide players with a new twist on an existing format like slots or casino games, but instead sought to create an entirely new vertical that combined elements of chance and elements of skill.
One of the main drivers behind this decision was the fact that we wanted our releases to appeal to as broad an audience as possible – and I think from the figures we’ve seen so far, we’ve already had some notable success on that front in terms of the players that are engaging with our games.
Funnily enough, I was recently talking to the Head of Marketing from one of the operators that we work with and they told me they were struggling to place our games optimally. Initially, they’d put them in with crash and instant win content, but they soon discovered a lot of their in-game traffic was coming from sports bettors. A move to the sports betting tab followed, but the exact same-thing happened with casino players, leading to the games eventually winding up on the front page.
As this was going on, our games were continuing to post solid numbers with the customers who bet on both sports and casino – and all of this engagement was coming without there being any additional promotion from us or the operator. So why was it that our games were performing so well across these different player segments? I believe there are a number of contributing factors.
First and foremost, having this hybrid model of games of chance and games of skill that I’ve already mentioned has placed us in a fairly unique position within the iGaming industry. On the one hand, the simple premise of our Bitcoin-based titles – coupled with their attractive designs and intuitive UI – makes them highly accessible to casino players who are just looking to have fun.
On the other, the fact that Bitblox games aren’t based on RNG and are instead pinned to the real-time movements of the Bitcoin market certainly resonates with a sports betting audience. As they have the ability to follow the charts and use this information to inform their decisions, they definitely feel they have more control over the outcome than if they were playing a traditional slot.
Another key aspect of our cross-market appeal is the fast-paced nature of all Bitblox releases. With casino players being accustomed to the quick wins and instant gratification of slots and crash games and sports bettors also showing a growing preference for in-play wagering, we’ve ensured each game round is resolved quickly and that there are multiple opportunities for betting.
When we first launched Up or Down?, which features one-minute betting rounds, we soon learned that even this timeframe is too long for some players. This resulted in us developing Up or Down? Turbo – a game which kept the same mechanics as its predecessor but reduced the betting window to 20 seconds – and this has gone on to become one of our most successful titles.
Keeping all this in mind, one of the things I’m most excited about is the upcoming release of our latest game, 3 in a Row, as I think this is a title that really ties everything I’ve talked about so far together. Designed to look like a slot machine, 3 in a Row challenges players to correctly predict how the Bitcoin price will move over three separate 20-second windows for even bigger payouts.
Intended to appeal to casual users and serious sports bettors alike, players can elect to either spin the reels for fun and select a random price sequence or use the bet builder feature to put together their own custom prediction. With the latter essentially functioning like an accumulator bet, players can select up to three possible combinations – i.e. Up/Up/Up, Up/Up/Down etc – and only one result needs to land for them to win, ensuring they stay engaged until the final seconds.
I believe that 3 in a Row can help build on the strong foundations we’ve laid down with casino and sports bettors and provide operators with another popular option that offers significant cross-market appeal. Based on what we’ve seen from previous Bitblox releases, the audience for titles that combine elements of chance and elements of skill is definitely out there – and I’m looking forward to our unique brand of crypto-based games being enjoyed by even more players in future.
Industry News
Gaming Corps to launch with lotteries in the USA via EQL games deal
In-demand content provider extends reach into largest iGaming market in the world with its full suite of games made available via iLottery aggregation platform
Gaming Corps, a publicly-listed game studio based in Sweden renowned for creating industry-leading games, has made its debut in the US market through a breakthrough agreement with leading lottery provider, EQL Games.
The distribution agreement will see Gaming Corps’ full suite of games made available to EQL Games’ powerful iLottery Aggregation Platform, developed to provide lottery operators across America with direct access to a portfolio of proprietary and third-party games.
Following the integration, EQL Games’ lottery operator partners will be offered proven Slots, Table Games, Multiplier Games, Mine Games and Plinko Games, as well as titles under Gaming Corps’ innovative and trademarked Smash4Cash™ series.
The deal and integration come at a time of growing demand among online lottery operators in the US for non-traditional content, a format that Gaming Corps has excelled in, especially with its Smash4Cash™ games, which have been a hit with players in global markets.
EQL’s aggregation platform has been developed to allow online lottery operators to quickly and easily access content from multiple game studios simultaneously through one integration and one commercial agreement.
Its iLottery Aggregation platform simplifies the process of adding new games to an online lottery brand across regulated states. In addition to the third-party content provided via its aggregator platform, EQL Games has a portfolio of in-house titles.
This includes games produced under licence with Team USA which were rolled out by several state lotteries for the Olympic and Paralympic Games in Paris this year, with new titles being planned ahead of the Winter Games in Milan (2026) and the Olympic and Paralympic Games in Los Angeles (2028).
Juha Kauppinen, CEO of Gaming Corps, said: “The USA has always been somewhat of the holy grail for game developers like us, which has been further emphasised as markets in several states have become regulated. The potential in the American market is enormous, and the impact for us is a bit difficult to assess, but we have great hopes for the collaboration with EQL Games, which has an impressive platform towards U.S. lotteries.
“We believe it will have a significantly positive impact on our revenues. I would like to personally take the opportunity to thank EQL Games and Brad Cummings for the collaboration, and we are now working hard to complete the integration so that all our games will be offered to EQL’s customers via their platform.”
Brad Cummings, CEO of EQL Games, added: “Including Gaming Corps as a supplier to the EQL Games iLottery Aggregator is an exciting step forward in our mission to offer unique, high-quality content to state lotteries. Gaming Corps’ expertise in iGaming, along with their unique game portfolio, fits perfectly with our vision of enhancing the lottery experience through dynamic and engaging content.”
Industry News
Public Voting Starts for Ortak x B.F.T.H. Arena Awards 3.0
The highly anticipated Ortak x B.F.T.H. Arena Awards 3.0 has officially entered the public voting phase as submissions are closed.
More than 70 game providers have turned in over 160 submissions, including Tom Horn Gaming, Pragmatic Play and RubyPlay. Public voting involves enthusiasts casting their votes to pick the winner of the Game of Public Choice category.
The Public voting phase ends on December 1st 23:59 GMT+4.
Concurrent to public voting, the first phase of private voting also starts during which all participants who have submitted entries get the chance to vote for one favourite in each category. An international auditing company oversees this phase to eliminate duplicate votes and self-votes. This phase ends on November 19, 23:59 GMT+4.
The second phase of private voting will also take place with a jury of industry experts making their decisions based on the shortlist picked by participants during the first phase.
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