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March 28, 2013

Knetik Media Presents New Gaming Platform at San Francisco Game Development Conference

The popularity of mobile games such as ‘Angry birds,’ ‘temple run 2’ and ‘Final Fantasy: All The Bravest’ proves that the mobile gaming industry has come a long way, and it is still growing at a rapid pace.

Realizing growing consumer demand for superior gaming experiences in this market, Knetik Media has introduced a new Reach Gaming Platform that offers many improvements for gaming consumers, and enables developers and operators to provide ease of delivery and increased opportunities to monetize this entertainment market.

Knetik Media CEO Shane Robinett said in a statement, “Our updated Reach Gaming Platform brings to life features that are universally desired by gamers, developers and communicators. We are unveiling a start to finish modernization of the platform – a true OTT services capability for the gaming realm.” 

The Reach Gaming Platform includes an installable PC client, virtual economy system, multiple smart device capability, and single sign-on (SSO) capability.

It provides a better accommodation of high-volume transactional services such as user authentication, game states, game metrics and social communications. This new platform allows deep integrations directly from games, both installable and casual for recording metrics, experience and rewards, and for processing micro transactions.

It also offers support for deep integration with the platform directly from apps, or even in-game.

The platform upgrade corresponds with the forthcoming introduction of Red Stallion Interactive – a Middle East-based game publisher. This new service will increase an end-to-end multiplatform deployment of the Reach Gaming Platform and launch in the coming months.

Knetik Media CEO Shane Robinett will be attending the Game Development Conference (GDC) in San Francisco to present the demo of this new platform. In the gaming and media industry, the company has served over 500 million visits and delivered well over a billion media assets for customers.




Edited by Braden Becker
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