Press release: Tenno Network is entering alpha stage

We are proud to announce that Tenno Network on the third of February  2018 went into alpha stage.

With a gaming industry that is progressing fast and gamers around the world are spread out of a many different platforms, we strongly believe that Tenno Network can fill up that void. There around around almost 2.5 billion (superdata) gamers around the world and we intend to give all gamers a good experience and making easy for them to connect securely to their friends and enable them to share their media with each other and their epic gaming moments. 

Below some statistics about the gaming industry about the year 2017 that just passed us by from Superdata Game research:

2017 was the biggest year for digital games and interactive media. Ever. The new cross-platform digital games landscape and the continued growth of new segments like esports, gaming video content, and virtual reality have led to a dynamic market that shows no signs of slowing. But as with all growing markets, the need for data and insights is great. Learn about the top games, the major advancements, and where these platforms are headed in this new year in review report. Some key take aways:

One in three people on the planet (2.5B) play free-to-play games across PC and mobile platforms. Free-to-play games maintain their grip on the worldwide games market, generating $82B, or 89% across mobile and PC markets.

Consumers spent $14B more on mobile games in 2017 than in 2016. Games such as Arena of Valor and Fantasy Westward Journey from Asian publishers like Tencent and NetEase contributed to a 31% year-over-year growth for the worldwide mobile market.

Premium PC title PlayerUnknown’s Battlegrounds was 2017’s breakout success, generating $712M in revenue in just eight months. The title reinvigorated player interest in the battle royale genre, paving the way for similar games like Fortnite and Knives Out.

Esports generated $756M in revenue and is on track to become a billion dollar business in 2018. Popular titles like League of Legends and Overwatch helped esports attract a sizable audience of 258M unique viewers.

Price cuts on virtual reality (VR) headsets and must-have content drove extended reality (XR) revenue up by 37% in 2017. Steep Oculus Rift price cuts boosted sales and allowed the headset to outsell HTC’s Vive during the year. In the console space, PlayStation VR enjoyed positive momentum as gamers jumped at the chance to play major game franchises like Resident Evil and The Elder Scrolls in VR.

This proves to us that we are right smack on the right track, that we are launching at the right time. Tenno Networks Ltd intend to make good use of our timing to grow and become a dominant unstoppable force in the gaming industry. With over 2.2 billion gamers around the world there is an ample opportunity for growth for us as a company and to thrive in the gaming industry. We will continue to develop our services and and make it easy for gamers to connect through for one place, one platform for everything gaming related. 

Daniel Sundbeck

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