Finally, our advertiser will be able to pin-point consumer’s preference, purchasing habit and convert into bottom line results with in-depth reporting capability.

Interactive Content
Push Technology.

Services to publish, protect, control and deliver media content to your end users. DigitalNetTV puts you in control.

Benefits To Your consumer

Consumer will have the ability to choose targeted advertisement and get real-time benefits.

Contents Management

DigitalNetTV has a proprietary system that will encode, and protect your content with Digital Rights Management (DRM), and will optimize and host content delivery.

Applications

DigitalNetTV and MediaMax Box will link your PC and TV, putting you in control of unlimited worldwide content.

IPTV-Games

DigitalNetTV allows users to play all genres of games online through their TV... (More Detail)

 


IPTV-Games

DigitalNetTV Sets the standard for delivering ultimate media entertainment platforms.

Digital Life Style:
Next-Gen Entertainments

New Dimension Gaming

DigitalNetTV allows users to play all genres of games online through their TV instead of traditional small PC screen size. Parents will have control over different rating of games that kids are allowed to play. DigitalNetTV revolutionizes the PC Game market by allowing user to stretch the playing field to room size. Experiencing PC game play on their large TV screen with theater like full surround sound. DigitalNetTV is the first in the industry to be High-Definition gaming platform ready! DigitalNetTV leads the revolution in gaming & entertainment by delivering complete digital format to the masses. By using DigitalNetTV's Grid Matrix Distribution System, game player can now download game and trailers in seconds instead of hours.
Gaming industry researchers tell us is poised to explode. In fact gaming industry revenue is overtaking the motion picture industry and soon will surpass the music industry revenue.

The Market
Also according to;

Today's gaming industry is big business. Recent figures confirm that the worldwide gaming market is valued at between US$30 and US$35 billion. To put those figures into context, the size of the gaming industry is now approaching the music industry, which is worth around US$38 billion and has already surpassed the motion picture industry in terms of box office revenue. In brief, gaming has emerged as a critical form of entertainment and leisure for the majority of 15 - 30 year-olds across the globe.

Hundreds of millions of consumer gamers use a variety of gaming platforms: more than 200 million play PC games, more than 140 million play console games, another 100 million play handheld games. Mobile and online gaming is now emerging, mainly through PCs, console devices and mobile phones. In addition, more than 60 percent of gamers are now over the age of eighteen. This widening age distribution means that gaming is not, as some may perceive, for Gen Y'ers only. Indeed, analysts predict that games will move very much into the mainstream - something that will see ordinary people playing games much more, particularly using mobile phones and TV sets.

The online gaming (OLG) market is ready to experience a nearly four-fold revenue increase by 2008. In-Stat/MDR predicts that the total OLG market will grow from just over $1 bln in 2003 to nearly $4 bln by the end of 2008 . The revenue growth will be fueled by advertising and the mlns of new players that are expected by 2008. In-Stat/MDR indicates that roughly half of the U.S. population will participate in online games by 2008, with the massive multiplayer online role playing game (MMORPG) population peaking by 2005.

The NPD Group took a look at the players, and found that two-thirds of the surveyed 13 to 44-year-olds are using their PC or Mac instead of consoles. The study found that online gamers spent more time playing PC games online than offline (60% compared to 40%), while the opposite was true for connected console gamers. The NPD Group found that males are accounting for a slightly larger portion (53%). May 2004 measurements from Nielsen//NetRatings supported the parity, finding that males accounted for 51% of the 46 mln online gamers.


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