Together since 2007

Transforming money management to make financial markets accessible to all

Acquired since 2021

Enabling the human right of mobility to all

Acquired since 2017

Introducing Zero Trust mechanisms for a truly sale environment

Acquired since 1994

Introduced cyber security to the mass business market

Together since 2010

Harnessing the power of artificial vision to transform the lives of visually impaired

Together since 2020

Digital Learning Platform designed to optimize student engagement and learning outcome

Together since 2019

AI-driven end-to-end Fix & Flip platform

Together since 2021

First drone delivery service focused in the US suburbs.

Acquired by DG 2007

Global provider of digital advertising solutions that optimize the use of media, creative and data for enhanced performance.

Together since 2010

Leading investment house in Israel, managing over 77 Billion Dollars for private, business and institutional clients

Together since 2016

Developing and commercializing novel endovascular treatments for stroke

Together since 2012

Developing percutaneous implantable technologies for patients with chronic heart failure

Storm cloud: the future is not here yet

Source: VG247

Speaking after the evaporation of OnLive last month, Robert Levitan, CEO of Pando Networks, warns that cloud gaming has another 3-5 years to wait before truly hitting its stride.

As I’ve stated before, “OnLive may be the future, but the future is not here today.”
I love developing products to help invent the future; this is probably the most exciting part about being a technology entrepreneur. For 30 years I’ve been privileged to build new businesses and work with new technologies. So naturally, I’m a fan of what OnLive and Gaikai set out to accomplish. I am confident their vision of streaming games will happen – I’m just not sure when.

Almost a year ago in a blogpost on Gamasutra I discussed the challenges of scaling game streaming. I specifically noted the costs involved, as well as usability concerns (such as latency). The very recent news of OnLive burning through millions of dollars a month and being put into ABC has illustrated these issues weren’t (as some of the commenters suggested) easy to overcome.

Furthermore, the news of Gaikai’s sale to Sony in July also proves that there’s more work to be done to make this industry viable. Gaikai streaming has initially proved useful for demos and trailers, but there is still a long way to go to make it cost-effective to deliver a high quality, uninterrupted gaming experience. I can imagine some of the reasons why Sony decided to purchase the company – but Sony will have to invest several years and many millions of dollars to further develop Gaikai’s technology into a viable business unit.

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