AT&T renewed their hosting agreement with Blizzard Entertainment, Inc. for online games over Battle.net and World of Warcraft servers. The renewal is extended two additional years. A press release is available.
LOS ANGELES, March 3—Online gamers will continue to enjoy a rich and reliable gaming experience thanks to an agreement struck between AT&T* and Blizzard Entertainment, Inc. Today, AT&T and Blizzard Entertainment, Inc., a premier developer and publisher of entertainment software, agreed to a two-year renewal for hosted services in North America.
Blizzard Entertainment(R) is best known for its Warcraft(R), StarCraft(R), and Diablo(R) PC games as well as its massively multiplayer online (MMO) role-playing game World of Warcraft(R), which is available in eight languages and played by more than 11.5 million subscribers worldwide.** AT&T has been working closely with Blizzard Entertainment for 9 years, providing hosting for World of Warcraft and the Battle.net(R) online-gaming service.
“We’ve been pleased with AT&T’s service over the years, and we’re confident in their ability to continue to provide the quality support we need,” said Paul Sams, Chief Operating Officer of Blizzard Entertainment. “This renewed agreement allows us to stay completely focused on our games while AT&T applies its hosting expertise to help us offer the speed, reliability and security our players expect.”
Through multiple Internet Data Centers (IDC), AT&T will provide strategic hosting and proactive, 24/7 network monitoring and management for the online infrastructure of Blizzard Entertainment’s games and services. The AT&T Gaming Core Team will provide comprehensive networking support to Blizzard Entertainment.
The AT&T Gaming Core Team was formed in 2004 to meet the infrastructure needs of customers’ gaming operations across AT&T’s Internet Protocol (IP) network. The team consists of engineers and hosting specialists who provide round-the-clock support to companies offering MMO games. The team provides global, end-to-end support of customers’ gaming operations across AT&T’s hosting infrastructure, applications and IP network and supports trouble resolution, incident command and control, post incident review and root cause analysis.
According to the Entertainment Software Association, which represents computer and video game publishers, U.S. computer and video game software sales grew almost 23 percent in 2008 to $11.7 billion.
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*AT&T products and services are provided or offered by subsidiaries and affiliates of AT&T Inc. under the AT&T brand and not by AT&T Inc.