It’s not news that is a global phenomenon. With its roots in StarCraft and in South Korea and shooters and LAN parties in the United States in the 1990s, competitive gaming now has forecasts of hitting $11 billion or more in 2020 — and the reality may even be higher as more folks stay at home and .

And that means game companies depend on telecoms such as to deliver the bandwidth needed to keep the likes of , , and online and humming under massive player loads. And this could mean making sure cell towers are working in Bangalore or that a fishing trawler didn’t damage any of the undersea fiberoptic lines stretching thousands of miles from California to Singapore.

During the , founder

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