frontpage hit counter
DSTAbout UsHot TopicsPodcastsArchives

Categories

Bundling
Cable Show
Cable TV
CES
Commercial Services
Cox Communications
Customer Satisfaction
High Speed Internet
Legislation & Regulation
NCTA
Network Neutrality
Pat Esser
Phone
Satellite TV
Telcos


Podcasts

Listen as Cox Communications President Pat Esser discusses the digital home of 2010 and the impact of “echo boomers” on the communications marketplace.

Drag into your Favorirt Podcast Program

Dishgusting Photo Slideshow
Slideshow

The ugly side of satellite [View Slideshow]

Click here to send us your dishgusting photo



Blog Links

Cable360.net
Om Malik
David Isenberg
Tom Keating
Lost Remote
Gizmodo
paidContent
Engadget



Industry Links

CableLabs
NCTA
FCC
Multichannel News
Take Charge!
This Is Cable
Cable Puts You In Control
CNET
CED
The Cable Channel CableTechTalk



Get Our RSS Feed
Add to NewsGator
Add to My Yahoo!
Add to MyFeedster
Add to Bloglines


ces_2.gif

Gaming a Promising Cable Revenue Source

ncta_sm.gif Interactive gaming is sure to be a popular topic at the show, with an entire pavilion devoted to it, as well as one of the show's first sessions. While one of the last places you might think to sit down and play a game of Texas Hold’em would be your living room in front of the good ole’ TV, if the folks at several companies perched at the forefront of interactive gaming have their way, cable operators will capitalize on a promising new revenue source.

Interactive TV is a genre that encompasses everything from thoroughbred arcade gaming to merely adding an interactive element to popular TV shows. One such enhancement, created by students at Georgia Tech, enabled viewers to participate in episodes of ABC’s "The Mole," voting and betting on the events of the show. Points would be accumulated by placing correct bets—such as choosing the winning team of a particular challenge—and viewers with the most points at the end of a show would be displayed on a leaderboard.

Deployment of interactive TV has been slow in the U.S., but overseas viewers have been quick to adopt. Israel especially has seen growth in triple-play gaming, with cross-platform games that can be played over broadband, TV, and cell phone. Players can start a game on TV and continue it later on their cell phone, all while playing against another subscriber over broadband.

A Texas Hold’em game carried by Blue Ridge Communications created in a partnership with Buzztime Entertainment, Inc., showed that 5.2% of all households on the network played over eight hours of the game in one month. The average amount of time spent playing the games per household was 45 minutes per month, a statistic that rivals the most popular of VOD titles.

Posted on April 9, 2006 07:52 PM | Comments (0)

« GLADWELL: Lessons for 2006 in Historic 1921 Radio Broadcast | Main | McSlarrow: ‘If You Don’t Define Yourself, Others Certainly Will’ »

Post a comment

(All comments are reviewed for relevance and may be posted at our discretion. All or part of a comment and the sender’s name may be cited in future posts. When appropriate, we will reply to comments as quickly as we can. By submitting comments, senders agree that Digital Straight Talk may use the comments for any purpose, without compensation to the sender.)



The opinions expressed by third parties are not necessarily those of Cox, or its affiliates, officers, directors, and employees and Cox may not endorse or otherwise sponsor such views. All information, data, photographs, graphics or other materials supplied by third parties are their sole responsibility. Cox does not guarantee the accuracy, integrity or quality of such materials.


footer
Visitor Agreement Privacy Policy Feedback Archives Podcasts Latest News Subscribe About Us