Our panelists represent some of the leading minds from a wide array of technology and business domains.Our agenda today is to discuss strategies that can be used by gaming industry to align their service offerings within a digitized eco-system. Donβt forget to use the hashtag #STinsights. Visit https://t.co/16ERZxIgDz to join the #Tweetchat. #OneHCL pic.twitter.com/k8l2LWl9TD
— CIO Straight Talk (@CIOStraightTalk) December 11, 2020
The panel starts off by discussing how the global pandemic has impacted the gaming industry.Just 30 minutes to go for #Tweetchat on βThe rise of digital gaming: experience-driven revenue accelerationβ with an amazing panel. Visit https://t.co/16ERZxIgDz to join the discussion. #OneHCL #STinsights pic.twitter.com/q4bYttreOA
— CIO Straight Talk (@CIOStraightTalk) December 11, 2020
Clearly, the trend towards digital channels and experiences had accelerated new opportunities in the space and opened up even more possibilities for the future.We are going live with the #Tweetchat. Here's the 1st question. #STinsights #OneHCL pic.twitter.com/yHpE5m1vnR
— CIO Straight Talk (@CIOStraightTalk) December 11, 2020
A1: There will be a focus on online and digital-based #gaming since the cost of operations and appeal to the customer is much higher. Sports betting is the start, with fantasy sports of course. #eSports is the future. #Tweetchat #STInsights
— Les Ottolenghi (@LesOttolenghi) December 11, 2020
Greetings all! A1 Greater connections with the world of sport + exercise. The @GE_Federation
— Professor Andy Miah πππΌπ· (@andymiah) December 11, 2020
is building these bridges #worldconnected #STinsights #OneHCL @CIOstraight
Since COVID, the video game industry has seen a massive boom - in terms of playing time and attentiveness, and revenue. @CIOStraightTalk #STinsights #OneHCL
— Jeff Rayner #XR #VR #AR #tech4good #XR4everyone (@jeffrayner) December 11, 2020
Absolutely! And I've seen friends who fell "out of love" fall back in! Silver linings :)
— Adam Rodricks (@adamrodricks) December 11, 2020
A1: Digital. Games As Service. Free-to-play w/ microtransaction. Marketing via esports+gaming influencers even by non-endemic companies #STinsights @CIOStraightTalk #OneHCL
— Todd Harris | Esports (@ToddAlanHarris) December 11, 2020
GaaS has been my biggest surprise - have to be honest, I was skeptical the model would take off like it has. #STinsights @CIOStraightTalk #OneHCL
— Adam Rodricks (@adamrodricks) December 11, 2020
Q1: Probably not as much realignment as one might think. Gaming has been going up & to the right for some time, while there may have been some escalation due to COVID the focus continues to be how gaming can be an increasingly important entertainment source #Tweetchat #STInsights
— Jonathan Stringfield (@JDStringfield) December 11, 2020
@JDStringfield Would you say you see more growth in games as a direct form of entertainment? Or would the major drivers be Twitch, Youtube and e-sports with leagues like OWL and CDL adapting so well to the new normal?
— Tanay Tandan (@TanayTandan) December 11, 2020
All of the above, realistically. Great games make great esports experiences and consumer experiences. In this view, all of these touch points are key to the ecosystem.
— Jonathan Stringfield (@JDStringfield) December 11, 2020
A1: Also a lot of interest to connect fitness into gaming much more. Future gyms will be like gaming arenas. Sign me up!! #STinsights #OneHCL @CIOstraight
— Professor Andy Miah πππΌπ· (@andymiah) December 11, 2020
that's really interesting... Gyms like gaming arenas. #Flywheel feels one step away from this idea..
— Carol Criner (@CarolCriner) December 11, 2020
A1: Also, much more cross-sector collaboration eg. music+gaming industries cf. Travis Scott + Fortnite. Gaming becoming THE entertainment industry. Even Keanu Reeves wants more #STinsights #OneHCL @CIOstraight
— Professor Andy Miah πππΌπ· (@andymiah) December 11, 2020
Used to be that games wanted to be featured in films and music. Now the demand is the other way (Avengers and artists inside Fortnite)
— Todd Harris | Esports (@ToddAlanHarris) December 11, 2020
Games are the culture now
Couldn't agree more! Such an exciting time to be immersed in gaming! #STinsights #OneHCL @CIOstraight
— Professor Andy Miah πππΌπ· (@andymiah) December 11, 2020
A1: We're all see a lot of other sectors get involved. Huge amount of work to get schools, colleges, and universities into #esports Check out @British_Esports in particular for major work streams #STinsights #OneHCL @CIOstraight
— Professor Andy Miah πππΌπ· (@andymiah) December 11, 2020
Very true. Huge uptick in high school and college esports programs. Entirely new channel for gamers to engage and compete.
— Rob Martin (@cloudrobx) December 11, 2020
Q1 With higher engagement and the proliferation of new platforms, the transition to games-as-a-service will accelerate, particularly for AAA games as publishers bridge the experience across touchpoints and innovate new monetization models. #STinsights @CIOStraightTalk #OneHCL
— Aaron Baker (@ajbakerxml) December 11, 2020
But given this change, the panel discusses the possible future for old-school, traditional gaming revenue model based businesses.While everyone loves a free game, unfortunately, the GAAS model is hard for indies - who need upfront $ to support game development. While I love the approach, it's tough to see the gaming world dominated by only the super big companies. @CIOStraightTalk #STinsights #OneHCL
— Jeff Rayner #XR #VR #AR #tech4good #XR4everyone (@jeffrayner) December 11, 2020
Adapting to digital will be key, and that will require new business models within gaming that are driven by technology innovation.Join in the conversation using #STinsights #OneHCL #Tweetchat. And our second question is: pic.twitter.com/CxVKiwdHc5
— CIO Straight Talk (@CIOStraightTalk) December 11, 2020
Q2 Casinos will reach more people as they adapt to the new normal. Gaming platforms enable deeper engagement and bounce-back opportunities for the physical locations. Itβs an acceleration of the digital transformation already happening. #STinsights @CIOStraightTalk #OneHCL
— Aaron Baker (@ajbakerxml) December 11, 2020
Great point about the bounce-back; retention is central here @CIOStraightTalk
— Adam Rodricks (@adamrodricks) December 11, 2020
#STinsights #OneHCL
As gambling on Esports becomes more standardized in the U.S, and major sports books familiarize themselves with the market, it is simply a matter of time before we see live betting in casinos. This will drive a new esports enthusiast consumer into betting. #STinsights #OneHCL
— Jonathan M (@EsportsValen) December 11, 2020
Agree. The prop-bet potential within esports is enormous. The game itself is digital, and stats are digitally native -- so speed and accuracy of wagering and engagement is almost unlimited.
— Todd Harris | Esports (@ToddAlanHarris) December 11, 2020
It will be interesting to observe the social behavior associated with online vs in-person casinos. Why do folks visit Vegas? Is it for the journey, the thrill, the win, the loss, the sights, the comradere, or other?@CIOStraightTalk #STinsights #OneHCL
— Jeff Rayner #XR #VR #AR #tech4good #XR4everyone (@jeffrayner) December 11, 2020
@jeffrayner Is #AR or #VR an answer to changing some part of that social behavior? Part of digital 'journey' from Vegas to living rooms π @CIOStraightTalk #STInsights #OneHCL
— Rajesh Kachroo (@rkachroo) December 11, 2020
I certainly hope so @kachroo... I'm betting my money on it!@CIOStraightTalk #STinsights #OneHCL
— Jeff Rayner #XR #VR #AR #tech4good #XR4everyone (@jeffrayner) December 11, 2020
Ha! I see what you did there. pic.twitter.com/pcdevZ5wTT
— Adam Rodricks (@adamrodricks) December 11, 2020
Casinos seeing the same 'greying of their audience' as traditional sports is seeing. Adopting more videogaming and esports to appeal to next-gen.
— Todd Harris | Esports (@ToddAlanHarris) December 11, 2020
Digital gaming, casinos and lottery approaches are not as different as many people may at first envision, indeed, the algorithms behind them are often similar - particularly when one thinks of slots, and game derived gambling.@CIOStraightTalk #STinsights #OneHCL
— Jeff Rayner #XR #VR #AR #tech4good #XR4everyone (@jeffrayner) December 11, 2020
Q2: Casinos need to raise their game to accommodate a much more diverse community. Iβd hope the impact of digital gaming brings a step change in values and approach to valuing people #STinsights #OneHCL @CIOstraight
— Professor Andy Miah πππΌπ· (@andymiah) December 11, 2020
Casinos and lottery is BIG business, with lots of cash - more than most industries bar a few special ones. I envision anyone entering this space will get large interest, yet also lots of M&A. @CIOStraightTalk #STinsights #OneHCL
— Jeff Rayner #XR #VR #AR #tech4good #XR4everyone (@jeffrayner) December 11, 2020
However, game developers do so with a pinch of caution - we have to also be very careful, as online gambling is not legal everywhere@CIOStraightTalk #STinsights #OneHCL
— Jeff Rayner #XR #VR #AR #tech4good #XR4everyone (@jeffrayner) December 11, 2020
It is also highly regulated and will take a lot of creativity to merge these two items together.
— Les Ottolenghi (@LesOttolenghi) December 11, 2020
A2: We canβt think about gambling as an idea thatβs fixed in time. Gaming brands will need to enable more responsible gambling to attract more diverse partnerships. At my university, itβs hard to do much work here, without major changes #STinsights #OneHCL @CIOstraight
— Professor Andy Miah πππΌπ· (@andymiah) December 11, 2020
I envision a whole new industry around gaming avatars for online players. @populationonevr has a following of folks who create costumes around their players already - it will be interesting to see this branch out of one game and into others. @CIOStraightTalk #STinsights #OneHCL
— Jeff Rayner #XR #VR #AR #tech4good #XR4everyone (@jeffrayner) December 11, 2020
The panel discusses how the wide and increasing array of emerging technologies will be deployed in the gaming industry of the new normal.More security. Casino games could be designed as willing joiner game in which participants join from "clean" rooms and so have no insidious associated who could help.
— Opubo G Benebo (@GBenebo) December 11, 2020
While there will be some false-starts, the inevitable trend appears to be towards new experiences built on emerging tech.Time for our third question. Keep the questions coming! Join the conversation using #STinsights #Tweetchat #OneHCL pic.twitter.com/MP6dZeT9Zc
— CIO Straight Talk (@CIOStraightTalk) December 11, 2020
A3: Currently, we have gaming + we have esports. Whatβs the third option? This space needs thinking through and it has a lot to do with #XR #AI and #Gaming4Good #STinsights #OneHCL @CIOstraight #DisruptiveTech
— Professor Andy Miah πππΌπ· (@andymiah) December 11, 2020
How Do you see Cloud based gaming platforms like Stadia as they become more widespread and accessible affecting the future of gaming? #STinsights #OneHCL
— Tanay Tandan (@TanayTandan) December 11, 2020
I think it will take a long time before Cloud delivers on its promise.
— Todd Harris | Esports (@ToddAlanHarris) December 11, 2020
There are tech challenges but more so business model issues and confusing value prop to customers.
Q3: My hot take -
— Todd Harris | Esports (@ToddAlanHarris) December 11, 2020
Cloud Gaming way over-hyped.
5/Mobile opportunity still under-appreciated
5G Mobile gaming is going to be huge. Mobile esports is already doing well in many different titles, but with 5G, many developers can enter the space more reliably now. Example: League of Legends Mobile.
— Jonathan M (@EsportsValen) December 11, 2020
These technologies are already making an impact on Gaming. 5G introduces a whole new reliable way to elevate mobile esports. Blockchain tournament platforms are offering competitors a fast and easy process for transferring funds. #STinsights #OneHCL
— Jonathan M (@EsportsValen) December 11, 2020
An interesting aside. Telecom companies definitely see value in gaming as a marketing platform for 5Gwith companies like T-Mobile heavily promoting 5G on platforms like @PlatChatPodcast #STinsights #OneHCL
— Tanay Tandan (@TanayTandan) December 11, 2020
Q3: Disruptive tech can be a bit of an imposter! Itβs often more crewmate than killer! #STinsights #OneHCL @CIOstraight pic.twitter.com/6wxpmK2AEC
— Professor Andy Miah πππΌπ· (@andymiah) December 11, 2020
best visual of the day!
— Carol Criner (@CarolCriner) December 11, 2020
Have you seen just how much $ @PokemonGoApp made?
— Jeff Rayner #XR #VR #AR #tech4good #XR4everyone (@jeffrayner) December 11, 2020
Did anyone really foresee this?
Did anyone realize that it would appeal to a wide range of people, ages, and backgrounds?
I love the diversity this game brought to the industry@CIOStraightTalk #STInsights #OneHCL pic.twitter.com/ThZVaEwTiO
This was a good example of how to bring physical activity and social gaming together.
— Les Ottolenghi (@LesOttolenghi) December 11, 2020
and community.
— Todd Harris | Esports (@ToddAlanHarris) December 11, 2020
In the first months of release, I spend many many days with my son trying to catch them all.
How does your son look back on that? Wonder about how XR gaming makes memories differently.
— Professor Andy Miah πππΌπ· (@andymiah) December 11, 2020
How does your son look back on that? Wonder about how XR gaming makes memories differently.
— Professor Andy Miah πππΌπ· (@andymiah) December 11, 2020
It also brought a lot of people together, and from all ages. Obviously, if they'd brought out PG in November 2020 - it wouldn't have been so successful!
— Jeff Rayner #XR #VR #AR #tech4good #XR4everyone (@jeffrayner) December 11, 2020
lol!
Timing matters.@CIOStraightTalk #STinsights #OneHCL
A3: All of these technologies are, on their own, industry changers. The smart companies will combine them to dominate the market. #STInsights #Tweetchat
— Les Ottolenghi (@LesOttolenghi) December 11, 2020
A3: Designing games that push the boundaries of technological possibilities is a very exciting aspect of our gaming future, like Googleβs Alpha Star vs Starcraft II humans. Moving into serious games is a major driver #STinsights #OneHCL @CIOstraight
— Professor Andy Miah πππΌπ· (@andymiah) December 11, 2020
A3: I'd also hope it brings greater diversity into the competitive gaming scene, expanding who feels comfortable calling them an #esports enthusiast, while making possible a whole new range of event styles that take competition into a new era #STinsights #OneHCL @CIOstraight
— Professor Andy Miah πππΌπ· (@andymiah) December 11, 2020
My truest guess is that we can't really fathom the changes in the industry that these great tech enhancements will make.
— Jeff Rayner #XR #VR #AR #tech4good #XR4everyone (@jeffrayner) December 11, 2020
But it is fun to try! @CIOStraightTalk #STInsights #OneHCL
Developing large scale entertainment screens for remote games for large audiences entertainment should intimately bring in the Cloud technologies.
— Opubo G Benebo (@GBenebo) December 11, 2020
Mass participants games should become common; a sort of game played by everybody willing to join in that is hosted somewhere by a corporation but accessible through the use of smartphones
— Opubo G Benebo (@GBenebo) December 11, 2020
Q3 5G and the proliferation of the high-quality streaming game platforms will raise consumer expectations for content on their mobile devices. This will create a growing opportunity for publishers adopting a games-as-a-service approach. #STinsights @CIOStraightTalk #OneHCL
— Aaron Baker (@ajbakerxml) December 11, 2020
Q3: 5G feels the most meaningful in the short term. Better data speeds opens up a lot of opportunities for more immersive gaming experiences on any device. The more accessible and awesome the games are the more consumers will enter the ecosystem #STinsights #OneHCL @CIOstraight
— Jonathan Stringfield (@JDStringfield) December 11, 2020
@JDStringfield You touched upon some very important elements. #Accessibility & #Experince. Thought-provoking areas of transformation needed right at the design stage, where @OneHCL has huge expertise #STInsights @CIOStraightTalk
— Rajesh Kachroo (@rkachroo) December 11, 2020
The next-gen techs like 5G, AI, Blockchain, and MR, are developing so fast - yet not fast enough for a revolution - more like an evolution.
— Jeff Rayner #XR #VR #AR #tech4good #XR4everyone (@jeffrayner) December 11, 2020
But that's a good thing@CIOStraightTalk #STinsights #OneHCL
Next, our panel looks to the challenges this shift will cause in ensuring customer engagement across new channels.Too fast = innovators never develop finished products, and early adopters are in the cold quickly with devices and software that is outdated before they've become masters. Aligning the pace of development with interest is key to success.@CIOStraightTalk #STinsights #OneHCL
— Jeff Rayner #XR #VR #AR #tech4good #XR4everyone (@jeffrayner) December 11, 2020
Just as gaming experiences become immersive, so must customer engagement strategies that serve the needs of users more proactively and intelligently.A big shoutout to everyone on our panel. Hereβs our fourth question. Join the conversation using #STinsights #Tweetchat #OneHCL pic.twitter.com/mzePsz8maL
— CIO Straight Talk (@CIOStraightTalk) December 11, 2020
Q4: Absolutely. Marketers have very sophisticated understandings of consumer behaviors around TV, social media, etc., but less so for gaming. I anticipate engagement strategies to become more sophisticated & empirically-based #STinsights #OneHCL @CIOstraight
— Jonathan Stringfield (@JDStringfield) December 11, 2020
Do you feel the increased technical and platform awareness that gamers tend to possess is a positive or a negative for a marketer? #STinsights #OneHCL
— Tanay Tandan (@TanayTandan) December 11, 2020
The challenge: this knowledgable consumer DEMANDS authenticity and sniffs out BS
— Todd Harris | Esports (@ToddAlanHarris) December 11, 2020
The opportunity: true brand affinity and support for those brands who really get it. Those who participate in the culture & community of gaming
Very true. The willingness and enthusiasm shown by viewers when a streamer they support wants to advertise is astounding. You don't really see such enthusiasm for advertising on other channels #STinsights #OneHCL
— Tanay Tandan (@TanayTandan) December 11, 2020
A4: Customer engagement must be Omni Channel *in addition to,* digital-first and real-time. Tech must be as close to the edge of the network as possible to meet customer needs. #Tweetchat #STInsights
— Les Ottolenghi (@LesOttolenghi) December 11, 2020
Q4 Games will need to start factoring multiple touch points into their design. The AAA game is now being streamed on mobile. Session length, controls and play environment will need to be considered as opportunities to create differentiation. #STinsights @CIOStraightTalk #OneHCL
— Aaron Baker (@ajbakerxml) December 11, 2020
We are seeing how companies with strategies to reach a younger demo are adjusting to meet that demo in their territory. Weβve seen a large influx of twitch ads for non-endemic brands partnering with streamers like LilyPichu with 5Gum, & JoshOG with Bounty. #STinsights #OneHCL
— Jonathan M (@EsportsValen) December 11, 2020
A4: Interactive live-stream platforms adding new engagement/monetization elements. (think Hunger Games type interaction on Twitch or enhanced creator tips). Will accelerate.
— Todd Harris | Esports (@ToddAlanHarris) December 11, 2020
Creators ('influencers') will continue to rise in importance
Q4: For sure, kids donβt want to be treated like customers. They want to be a part of something that matters. Weβve already seen huge amounts of shift here. Massive movement in grassroots gaming is the lifeblood of the esports world. #STinsights #OneHCL @CIOstraight
— Professor Andy Miah πππΌπ· (@andymiah) December 11, 2020
Q4: Increasingly, what sells is community. The community is the product. So much of #esports world is based on this single principle #STinsights #OneHCL @CIOstraight.
— Professor Andy Miah πππΌπ· (@andymiah) December 11, 2020
For the last question β the panel discuss the uncertain issues around generational shifts in mindset and monetization by brands.Naturally, advertisements may have to be more focused on smartphones instead of TV in order to reach the masses.
— Opubo G Benebo (@GBenebo) December 11, 2020
Developing the widest range of appeal for new gaming will require brands to ensure there is something for everyone.Hereβs our final formal question to the panel. Keep shooting YOUR questions using #STinsights #OneHCL #Tweetchat pic.twitter.com/ovSVxaeKOs
— CIO Straight Talk (@CIOStraightTalk) December 11, 2020
A5: Yes, and Generation Z even more so since they are in their early 20βs. But, digital gaming is the #1 form of entertainment globally for ages 21-55 so demographics are skewed by this new favored behavior (Average gamer is 37 years old). #Tweetchat #STInsights
— Les Ottolenghi (@LesOttolenghi) December 11, 2020
While I like everything in your tweet @LesOttolenghi , I also wonder whether how much data we have on kids. Therefore, IMO the data is likely skewed itself. How often do you see anyone between the ages of 10 and 20 without a phone in their hand, and possibly an iPad too!
— Jeff Rayner #XR #VR #AR #tech4good #XR4everyone (@jeffrayner) December 11, 2020
Kids also have the ability to DMT (digitally-multi-task). i.e. facetime on their phone, while community game on their iPad. And currently, with lots of time to do so.
— Jeff Rayner #XR #VR #AR #tech4good #XR4everyone (@jeffrayner) December 11, 2020
The next stat to show would be gaming % by age and by time.
Fascinating.@CIOStraightTalk #STinsights #OneHCL
Gaming is where attention lives but still way under-utilitize in terms of brand spending.
— Todd Harris | Esports (@ToddAlanHarris) December 11, 2020
Why do you feel there is a reluctance from mainstream brands to advertise with gaming given the large amount of captive attention it tends to hold? #STinsights #OneHCL
— Tanay Tandan (@TanayTandan) December 11, 2020
agree with @ajbakerxml that scale is challenge. But more to the point gamers hate ads.
— Todd Harris | Esports (@ToddAlanHarris) December 11, 2020
They like content, and sponsorship of their passion, and value
Q5: We need a new concept of interactivity to ensure that millennials stay connected. The best brands have focused on being PART OF the scene, rather than treating millennials as consumers. Accessing the prosumer vibe is critical. #STinsights #OneHCL @CIOstraight
— Professor Andy Miah πππΌπ· (@andymiah) December 11, 2020
With the number of people taking time off to play new launches like Cyberpunk 2077 it is imperative that brands figure out a way to tap into a market with people so invested #STinsights #OneHCL
— Tanay Tandan (@TanayTandan) December 11, 2020
Q5 Brands are anxious to engage through gaming, but traditional models have been less than ideal. Online game platforms such as our Klutch Network are beginning to provide authentic through-the-line brand integration for the first time. #STinsights @CIOStraightTalk #OneHCL
— Aaron Baker (@ajbakerxml) December 11, 2020
Q5: Gaming attracts a large millennials and Gen Z audience. The shift will be seeing gaming as βanβ outlet to reach these audiences to being among βthe bestβ outlets to do so #STinsights #OneHCL @CIOStraightTalk
— Jonathan Stringfield (@JDStringfield) December 11, 2020
Millennials will not only affect branding monetization, they will (and are) creating entirely new ecosystems around it. @CIOStraightTalk #STinsights #OneHCL
— Jeff Rayner #XR #VR #AR #tech4good #XR4everyone (@jeffrayner) December 11, 2020
In a positive way, sure. Millennialβs and Gen Z consumers are quick and mostly receptive to technological change. Weβve seen this in recent time with the HyperScape release on Twitch where the audience gets to choose the map the streamer plays next. #STinsights #OneHCL
— Jonathan M (@EsportsValen) December 11, 2020
The most fascinating thing for me in this space is seeing the new tech, new approaches, and new solutions that millennials offer - and these often bridge the gap between the old world and the new, making it better for all.@CIOStraightTalk #STinsights #OneHCL
— Jeff Rayner #XR #VR #AR #tech4good #XR4everyone (@jeffrayner) December 11, 2020
Seems reasonable to assume so. The more open for all games should be engaging enough to induce monetization.
— Opubo G Benebo (@GBenebo) December 11, 2020
I am excited to see games that also play a role in the real world - things that can be educational yet also improving humanity, society, and the environment. @CIOStraightTalk #STinsights #OneHCL
— Jeff Rayner #XR #VR #AR #tech4good #XR4everyone (@jeffrayner) December 11, 2020
XR and particularly mixed reality MR, will be driven by Millennials wanting to experience the world in new ways -while making significant advancements in various fields of learning - including ecotourism and customized immersive education. @CIOStraightTalk #STinsights #OneHCL
— Jeff Rayner #XR #VR #AR #tech4good #XR4everyone (@jeffrayner) December 11, 2020
As we end this session our special thanks to our Power Panel for sharing such amazing insights and ideas about an emerging space. We will be back again soon!Q5: Gen Alpha is where we need to look to understand whatβs really changing. Game play, characters, and fun is everything says my boy @ethanmiahgarcia Wise indeed! #STinsights #OneHCL @CIOStraightTalk pic.twitter.com/NdHQqQpijg
— Professor Andy Miah πππΌπ· (@andymiah) December 11, 2020
A big thank you to our Power Panel for their #STinsights and those who joined us for this exclusive discussion on our #Tweetchat @AnilRGanjoo @adamrodricks @jeffrayner @andymiah @JDStringfield @EsportsValen @ajbakerxml @paulriley61 @cloudrobx @LesOttolenghi @ToddAlanHarris pic.twitter.com/2r4dhVYItx
— CIO Straight Talk (@CIOStraightTalk) December 11, 2020
— Professor Andy Miah πππΌπ· (@andymiah) December 11, 2020
A pleasure to be a part of this fast-paced discussion with such a talented panel.@CIOStraightTalk #STinsights #OneHCL pic.twitter.com/9UohsFz5ya
— Jeff Rayner #XR #VR #AR #tech4good #XR4everyone (@jeffrayner) December 11, 2020