Tags: Gaming, AR, High-bandwidth, Low-latency

Niantic

Because of the phenomenal success of Niantic (Pokémon Go) there is growing interest in games that are played outdoors within the local context, necessarily often using cellular links to a cloud backend that provides the digital form of the local context, augmented with game content (e.g., tokens or prizes).

As technology advances (e.g., smartphones with more powerful A/R capabilities, more ubiquitous broadband cellular connectivity) the bar for such games keeps rising. The next generation of these games (e.g., Niantic Harry Potter) add avatars for other nearby users, and more game animation.

Niantic Harry Potter is a 2nd generation, outdoors, social mobile game that displays the dynamic avatars of other players within sight.

Industry: Gaming

Business Need: Maintaining/gaining market share requires keeping up to date with the rapidly advancing state of virtual and augmented reality technology.

Key Enabling Technologies: AR, High-bandwidth, Low-latency

Industry Perspective

Multi-player meetups at larger scale can play an important role in introducing and gaining share in this multi-user market.

Edge Need: There are practical limitations to the use of ad hoc local networking (range, bandwidth) and cloud-based collaboration (bandwidth, latency). Edge computing in the mobile edge addresses all of these issues by providing high-bandwidth, low-latency communications.

Ease of Incorporation: As time goes on, more and more consumers while have phones and connectivity that support these advanced A/R games. The biggest question is probably how important game providers will think these meet-up events are to game success.

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