World Cyber Games Chooses ProCurve Networking

ProCurve Networking by HP and The World Cyber Games (WCG) today announced the selection of ProCurve as the official global networking infrastructure provider for the World Cyber Games, which is widely regarded as the world’s largest video game tournament.
Featuring online and offline events held throughout the world, the year-long series attracted more than 1.3 million competitors from more than 70 countries in 2006.
This year, ProCurve will install and maintain the networking infrastructure for the WCG 2007 Seattle Grand Final at Qwest Field, Oct. 3-7, and the two remaining Pan Regional Championships in Cancun, Mexico, June 22-24, and in Singapore, Aug. 2-5.
“The opportunity to become the exclusive network builder for the prestigious World Cyber Games is another showcase for ProCurve’s reliable and secure networking switch technology," said John McHugh, vice president and general manager, ProCurve Networking by HP. “When the games are being viewed online by millions of people, and a millisecond makes the difference between gamers’ winning and losing their competition, having a ProCurve network that is both powerful and dependable will be a major advantage at the WCG."
From 2007 through 2009, ProCurve will design and build the secure network environment for the annual WCG Grand Final and three Pan Regional Championship tournaments. ProCurve also will provide the network for the WCG press center, all tournament computers, the tournament zone and sponsor area.
“In organizing and staging the world’s largest international gaming competition, the World Cyber Games must have a network that performs at the highest levels of security, speed and dependability," said Hyoung-Seok Kim, chief executive officer, International Cyber Marketing, the global organizer of the WCG. “ProCurve Networking by HP will provide the WCG with an infrastructure to deliver real-time coverage of the event to more than 30 million people."
The 2006 WCG Grand Finals in Monza, Italy broke new ground as more than 24 million people tuned in to watch the competition unfold in real-time, marking the first-ever global, live satellite broadcast for an e-Sports event.
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