rsballiance
rsballiance
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rsballiance · 5 years ago
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Fit 3, puzzle, RPG? What are the new developments of overseas manufacturers occupying 4X games
China Nuclear Games is definitely a good class for Chinese overseas game manufacturers, and Chinese manufacturers have a place in the RPG and SLG markets. The writer combed and analyzed the “Top 30 Chinese Mobile Games Overseas Download List for January-December 2019” (hereinafter known as the download checklist) released by SensorTower, and discovered that among the 95 games on the 2019 download checklist, 23 were mid-core games. You can find much less many casual games on the checklist, but more than half of the mid-core games have entered the “Best 30 Chinese Mobile Games Overseas Income Checklist for January-December 2019” (hereinafter known as the income checklist) launched by SensorTower, with both downloads and income. You can find no gambling games in the 95 mobile games on the download list. You can find 70 casual games. The previous content has already been interpreted ("The promotion of ultra-casual puzzle games in 2019 can be a new trend?"). You can find 23 Chinese nuclear games, sports / You can find 2 racing games. The 23 mid-core games could be subdivided into 3 sub-categories, namely SLG, RPG, and shooting games.
Among them, SLG games have the largest number of 12 games, accounting for more than half of the full total number of mid-core games. There are only 8 RPG games and 3 shooting games. Although this year's RPG-type overseas games performed nicely, from the download checklist, SLG is still the focus of Chinese manufacturers' efforts to promote. The 12 SLGs that entered the download list in 2019 are from 9 publishers, which 7 are old games, and the rest of the 5 are new games released in 2019.
So, what styles and new activities do these SLG games that are near the top of the download checklist in 2019 show? 1. New Actions of 4X Game Makers 2020 4X games will be the sub-class with the highest IAP income inside mobile strategy games. The so-known as 4X games are usually strategy games with four basic elements: explore, increase, exploit, and exterminate. IGG's "Kingdom" is a typical 4X game. In the overall game, players need to build their own nation, build infrastructure, cultivate their own army, and fight other nations to expand their territory. 1. In 2019, Chinese manufacturers received 76% of global 4X game revenue Among the 13 SLG games that entered the download list in 2019, 4X strategy games will be the majority, with 7 games, more than half of the full total number of SLG games. In fact, 4X strategy games will always be a popular competition class for Chinese game manufacturers. According to App Annie data, since 2018, Chinese publishers have slowly occupied a dominant placement in the Western 4X game marketplace, and in 2019 received 76% of the global 4X game revenue. 2. 4X game trends in 2019 In most cases, the DAU of a 4X game isn't high, however the player's LTV (lifetime value) is higher. When you can achieve a huge DAU, 4X game revenue results will undoubtedly be very impressive. Some global games such as "Kingdom Era" have improved the fun of the overall game, and at exactly the same time have got helped expand the user base. According to IGG's semi-annual economic report for 2019, the amount of new users of Kingdom Era worldwide has exceeded 240 million, and the amount of monthly active users will be 16 million. In addition, following the exemplory case of eating poultry, the introduction of Battle Go by SLG can be a apparent trend during the past year. In 2019, Lilith's "Awakening of Countries" was the first ever to introduce the Battle Pass functionality in the 4X game, which allows players to get "passes" and accumulate exercise to obtain higher rewards. "Awakening of Countries" also designed the hero system in the overall game nearer to RPG games. With one of these new styles, the monthly earnings of "Awakening of Countries" exceeds that of "Kingdoms" at the end of 2019. 3. New activities for 4X game makers in 2020 Turning our eye to 2020, the author discovered that FunPlus, one of the leading companies in China's overseas 4X games, launched a modern warfare theme SLG "War Mania" upon January 7. Because the launch of "King of Avalon" in 2016 , FunPlus will launch at least one new 4X game every year to build the SLG product matrix, and it seems this year is no exception. Furthermore, FunPLus, as a leading producer, reacts quickly to trend changes. In 2019, numerous RPG games were effectively launched overseas. FunPlus also released the RPG cellular game "Devil Hunter" at the end of the entire year. Right now it has released 2 variations for different markets. I have no idea how in other regions, but in the united states market, this kind of subject issue is still extremely popular. FunPlus also released a puzzle game "2048 3D Plus" on January 21. In 2019, the distribution direction of IGG, a significant 4X game player in China, seems to have changed. So far, IGG has launched 2 RPGs and 1 match-3 game. It is worth noting these 3 games have match-3 elements, which appears to be optimistic about the match-3 market. The three games released by IGG in 2020 all contain match-3 elements, "Time and Space Jump: Broken Mirror" (left), "Monster Fable" (middle), "Hunters & Puzzles" right IGG released "Period Leap: Broken Mirror" about January 10th, a match-3 RPG game that allows players to create their own heroes to contend with guilds all over the world through match-3, strategy along with other gameplay in the background of the legendary story. "Monster Fable" released on February 2 can be a fantasy theme. 3D images and AR mode are also added to the overall game, which will be filled with innovation. "Hunters & Puzzles" uses hunting because the background of the story, and adds match-3 gameplay to obtain materials, and in addition supports multiplayer team hunting. Furthermore, these three games have a very important factor in keeping, supporting worldwide competition. From this viewpoint, the global same server seems to have become IGG's coup to expand the overall game user base. Lilith today released the Korean version of "Sword and Expedition", seemingly interested in getting into the Korean marketplace. After "Sword and Expedition" was launched on the Chinese marketplace in late December 2019, it won the fourth invest the global game income in January. Will the launch of the Korean version push the income of "Sword and Expedition" to a new high? keep tuned in. 2. MOBA games still have users to explore SLG mainly relies on long-term procedures and game depth, so it's particularly vital that you expand the overall game life cycle. Among the SLG games on the list, the lifeline of MOBA games appears to be longer. Both Tencent's "King of Glory" and Mutong Technology's "Endless Duel" show amazing vitality. They have been functioning for a lot more than 4 years since they went on-line, plus they are still near the top of the download and income list. "Endless Duel" has become an Indonesian nationwide game. SensorTower announced in January 2020 that thanks to the rapid growth in the Southeast Asian marketplace during the past year, the full total income of "Endless Duel" has reached 502 million US dollars. Furthermore, from SensorTower data, "Endless Showdown" has preserved a income growth rate around 36% during the past two years.
From the January-December 2019 download list, "Endless Duel" has been on the list, and it is a big income-generating player, and it continues to get heavily. It also proves in one side that the viewers of MOBA games is not fully penetrated. 3. What challenges does auto chess encounter in the brand new year? Auto chess is a popular and innovative game in 2019. In 2019, self-propelled chess is on fire. As well as the "Toto Auto Chess" and "Chess Hurry" in the desk, some manufacturers of MOBA games have also launched auto chess variations, such as Riot's "Game of the Clouds" and "Battlegrounds" of Hearthstone. ",and more. 1. The natural benefits of auto chess: easy to achieve multi-terminal intercommunication As a derivative of the MOBA category of games, auto chess gameplay provides MOBA players with a far more relaxed game environment, enabling players to experience the enjoyable of randomness in basic gameplay. Because of the simplification and randomness of the gameplay, auto chess has a natural benefit, that is, it can realize multi-terminal interoperability, such as PC and cell phones. The display and gameplay essentially have not changed significantly, and it will not have a great impact on the competition. The advantage of multi-terminal interoperability is that more users (especially users in developing nations) can participate in competitive games through cell phones. According to SensorTower, the most famous region for Auto Chess Toto will be South Korea, while the hottest region with regard to Chess Rush will be Indonesia. For a developed nation and a developing country, the distinction is reflected in downloads and income. With regards to download volume, the download volume of Chess Rush is a lot more than twice that of Auto Chess. In January 2020, the iOS+Google Have fun with downloads of "Chess Rush" arrived at 240,000, and the iOS+Google Have fun with downloads of "Auto Chess" reached only 110,000. 2. Among the great challenges of auto chess: monetization When I collection my sights about the income performance of "Chess Rush" and "Toto Auto Chess", I found that the income performance of both games had not been impressive. "Chess Hurry" has a turnover of 80,000 in January, and "Toto Auto Chess" has a turnover of 170,000 in January. Overall, because of the gameplay restrictions and commercial exploration of the auto chess game itself is not completed, monetization has nearly become the biggest challenge facing the auto chess game. The limitation of action is that the existing auto chess action does not provide any "energy" improvement, that is, you can find no other factors that affect the start of the overall game, so players won't spend money before playing; and through the game, players cannot buy What to raise the potential for winning. However, the existing commercial exploration of auto chess games still remains at the usage of players' "vanity" to profit. For instance, Auto Chess can be purchased straight in the shop, or uncommon chess boards could be drawn through gashapon. Favorite chess gamer (the part representing the ball player in the overall game).
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"Toto Auto Chess" players can purchase chess boards inside the shop
But such a  very simple monetization technique is far from enough for auto chess which has acquired many high-spending players from MOBA games. 3. The second excellent challenge of auto chess: user retention User retention can be one of the challenges facing auto chess. To begin with, from the viewpoint of gameplay, auto chess is very simple than MOBA games. Therefore, when players are familiar with the functions and guidelines in the overall game, they will feel boring, so the update of the overall game functions and guidelines in auto chess is essential. In addition, since the auto chess game is played by several players taking turns in a 1V1 game, it really is lacking on the societal level. Players cannot go through the excitement of fighting hand and hand with friends, which also makes players easy to lose. In 2020, Chinese overseas game publishers can make those innovations on SLG games, let us wait and see.
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rsballiance · 5 years ago
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It will explode when it moves online, and YFII has built a bottom
YFI and YFII
The favorite DeFi-YFI has been mentioned in the previous article by Bubble Jun. Its governance token YFI provides skyrocketed from $34 to the highest point of $3445 in under half a 30 days. The YFII that went online your day before yesterday furthermore skyrocketed from $100 to the current $1,012. The situation is gratifying.
So what may be the relationship between your popular YFII and YFI? Or could it be a fork coin? Or could it be an imitator? Right here, Mr. Bubble will expose YFII. Everyone knows that YFI is a foreign task. At present, a total of 30,000 pieces have been released, and these 30,000 pieces have already been dug out on July 26. There is currently no approved additional issuance strategy. But lots of people find YFI making like cash but can't eat this bite of meats. They are anxious, so there are imitators in China who develop YFII. Therefore, it is very clear that the YFI and YFII project teams are not the same. The origin of YFII But if you just treat YFII as a mere imitator, it is a tiny bit unreasonable. It is because when YFI has been voting in the community, there was such a plan. Choice 8: Additional YFI issuance, but the increment is similar to BTC, that is halved weekly. However, this course of action had not been passed because it didn't reach the minimum number of people. It will have ended here. However, the proponents of the plan decided to "fork" YFI, so that they produced a total of 60,000 YFII, that is halved weekly. Except that this increment is different from YFI, all the mechanisms will be the same as YFI. Distribution method cost and income amount The first mining swimming pool pledges yCRV for stable production or buys yCRVYFII, CRV20000 minute mining swimming pool pledges BPT, from Balancer YFII/DAIYFII/DAIYFII, BAL20000 third mining swimming pool pledges BPT, from Balancer YFII/yCRV stable production or How to take part in YFII by purchasing yCRVYFII, CRV, 
BAL20000
By 0:00 on July 29th, all three YFII mining pools have been opened, that's, in a few days, YFII had skyrocketed tenfold, and there was a tendency of going upward. However, Pao Jun furthermore stated before that the threshold of DeFi-related products is relatively higher. In the event that you explore it yourself, you might have to make many detours, so Pao Jun straight shares the tutorial hyperlink of YFII mining. Friends who are interested can pass themselves. Have a look (link address:) YFII risks YFII is really as small mainly because YFI now, in fact it is easy to draw the give, and the current DeFi task is so popular that YFII, that is fried with YFI's popularity, appears to be the hen that lays golden eggs. But there's by no means a pie in the sky, and Mr. Bubble nevertheless wants to remind you that taking part in the task continues to be risky. Along with some objective marketplace/technical risks, YFII itself bears quite a few additional uncertain risks. For example, the 3rd mining pool has been destroyed just one day time after it was opened, and the total amount was straight changed from 60,000 to 40,000. Parts. YFII was born from the eighth strategy that YFI didn't pass. If the strategy is exceeded is set by the community vote, nowadays your eighth strategy had not been passed. However, you don't buy into the results of the voting, and you also have made a YFII. So, will there be plans that have not been exceeded tomorrow to give birth to YFIII, YFIV, YFV, YFVI...? DeFi hotspot DeFi-type lending contract AAVE today launched governance token AAVE 1. The possession of the contract is used in Genesis Governance, and AAVE holders can govern voting; 2. The conversion ratio of the platform's indigenous token LEND to AAVE is usually 100:1 The quantity of AAVE is 16 million, LEND converted 13 million, and the rest of the 300 issuance as incentive measures. Reward mechanism: providers and borrowers will receive AAVE tokens AAVE holders will vote reward mechanism plan 3. The security module (SM) can be mortgaged to AAVE to acquire tokens Will launch Balance mobile pool mining AAVE/ETH 80/20 Official Announcement: Pao Jun will constantly collect information regarding DeFi related projects, and share it every once in awhile. Friends who want to obtain DeFi information the first time can scan the program code to include customer support reply DeFi in to the group~~
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The information shared in this post is derived from publicly available information. In any case, the info or views expressed in this post usually do not constitute actual investment results, nor do they constitute any investment advice to investors. Investment is dangerous, so be cautious when entering the market.
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rsballiance · 5 years ago
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Another "Fun Phase" rise: claiming to "spend less on shopping", having an annualized rate of return of 300%, attracting 6 million leeks
Along with making profits by walking and watching short videos, what gimmicks is there in the administrative centre market? The answer is "Online shopping saves money." By the end of 2019, the administrative centre marketplace "Chain Amoy" was created under the name "Online Shopping to save lots of Money". Nowadays, it is becoming another "big marketplace" after the short videos of Qubu and Mile. Compared with finances such as for example Qubu, Liantao is not innovative in its basic model, but it is more concealed and confusing, so it's not easy to be recognized by Xiaobai. In cases like this, a large number of new players enter the pit. Download data demonstrates at present, only the Android market, the number of downloads of Chaintao offers exceeded 6 million. These 6 million folks have become prey on the lips of the chain. 01 Increase of New Disk Following a short videos associated with Qubu and Mile, a new capital market-Chaintao, is quietly emerging. "Chaintao is the greatest entrepreneurial task this year." A chaintao participant said to a blockchain. "Chaintao's current growth momentum offers overshadowed Funbu and can become another'big marketplace' in 2020." stated A Dong, the senior capital participant. According to official information through Liantao, the company behind Liantao is "Guangzhou Pengan Network Technologies Co., Ltd.". The business was founded on July 16, 2019, and its own shareholders are Han Zhian and Wen Houpeng. "Wen Houpeng is a native of Wenzhou, Zhejiang. He was a bigwig in the micro business circle in his earlier years. Later on he started to switch to the administrative centre marketplace." A Dong informed a blockchain. So, just what does this "best entrepreneurial task" do? Chaintao players said that Chaintao can be an emerging e-commerce task: “Chaintao connects with Taobao, Tmall, JD, and Pinduoduo. Once you buy points on Chaintao, you can not only receive coupons, but also cash return.” In addition, like Qubu and Key Music, Liantao also focuses on the "0 ?" mode. It statements that as long as it completes everyday tasks and does not spend a cent, it can make money on the chain. "Chaintao is a healthy and virtuous routine system model, not radical, not brainwashed, and does not depend on pulling heads to create money." The newbie guide of the chaintao APP wrote. Nevertheless, behind the high-sounding rhetoric, Liantao continues to be a naked capital scam. Liantao issued the "platform move" called "CCQ". Presently, its black market price is around 10-12 yuan. Second of all, Liantao introduced "job coupons" simply because a platform investment mechanism. Gamers can purchase CCQ on the black market, and then make use of CCQ to redeem job coupons in the duty center. Take probably the most advanced "Gong Xing Consummation" coupon for example. It requires 100,000 CCQ to redeem it. After 35 times, you can find 129,900 CCQ. Sold on the black marketplace could be exchanged for RMB. Based on this calculation, Liantao's annualized rate of come back is as high as 312.75%. ** ** Finally, Liantao also launched a dynamic revenue mechanism. Pulling heads can get more benefits. A Dong revealed to a blockchain that the dynamic revenue system of chain shopping comprises multiple levels: "Regular players can only get 5% of the direct push level 1 offline; as the advanced players who pull probably the most heads can get direct push. 14% of offline income, 9% of secondary offline income, and 1% of all offline revenue." Liantao's level advertising mechanism divides players into one-celebrity to four-celebrity talents. The more heads the ball player pulls, the more downline investment is definitely drawn, and the quicker the upgrade. Following the upgrade, Chaintao will also give players free quest coupons, that is equivalent to sending money to players. Under this quite tempting promotion system, fund players are ready to shift. The official Weibo accounts of the “Chain Amoy Official Procedures Department” stated that a Shenzhen fund administration team led “primary chain Amoy for 180 times” and today not only “a monthly revenue of 200,000 yuan”, but also “like to talk about a BMW”.
"The income is significantly less than 10 thousand yuan, Liantao can help you realize it." Someone shouted this slogan. And in the united states, the local push army of chain Amoy is also dispatched. They wore uniform yellow vests, setup stalls, and invited passers-by to download and register APP by sending balloons. Under this circumstance, Qimai data demonstrates the total amount of downloads of Linktao in the domestic mainstream Android marketplace has exceeded 6 million. Which number continues to be growing by 35,000 per day. At the same time, there are also some Android users who installed the Chaintao APP directly through the installation bundle. In addition, downloads from Apple company users haven't been counted. This means that at the very least 6 million folks have downloaded Linktao APP and entered this serious pit. 02 Popular reasons Following the short videos of Qubu and Mile, why can Liantao receive so significantly attention from the circle? Adong told the blockchain that this may be related to the “e-commerce model” of Chaintao. "Compared with Qubu and Mile, Liantao is better to market." "Chaintao and Jack Ma have signed the cooperation contract. When buying Taobao products through the chaintao, you can not only receive the coupons inside Taobao, but also cash return after confirming the receipt." A chaintao promoter boasted about a blockchain . However, this set of words is definitely purely a lie. The principle of "shopping and saving cash" is not mysterious. It utilizes Ali's official channel-Taobao Alliance. After signing a contract with Taobao Alliance, merchants can set coupons and rebate ratios to market through Taobao Alliance. Third-party promoters "Taoke" will also generate their very own exclusive hyperlinks in Taobao Alliance, and then distribute these hyperlinks to gain commissions. Chain Tao earns such a commission. Obviously, Chaintao will not give almost all commissions to users. A block chain real measurement found that for a women's clothing priced at 49 yuan, the commission for Taobao Alliance is set to at least one 1.91 yuan, and the commission for chain shopping is 1.81 yuan. Among them, the distinction of 0.1 yuan was earned by Chain Tao.
Chaintao and Taobao Alliance rebate comparison Nevertheless, the chain Taobao model still confuses many customers who don't realize Taobao's mechanism and attracts a large number of wool parties. ** ** There exists a great overlap between the wool party and the administrative centre players. Adong stated that in this way, it will be far easier to market Chaintao. "Provided that passers-by know that making use of Chaintao can spend less, it could be promoted." Actually, Liantao is not the initiator of the "shopping cashback + currency issue" model. As early as 2018, a task called "Lanjingshe" as soon as combined the blockchain with the shopping cashback model. In the Blue Crystal, what users get cash return is not RMB, however the digital currency "Blue Crystal" issued by the Blue Crystal. Aquamarine could be freely traded and converted into RMB. Nevertheless, the blue crystal model is not favored by the exterior world-in the case that additional rebate software may straight rebate the yuan, the blue crystal corporation returns the atmosphere currency issued alone, and users will not believe it too much. The chain Amoy model can be an upgraded version of the Lanjingshe model. On chain shopping, players can get RMB cash return for purchases and a very little bit of CCQ shown by the system. The most appealing to players may be the capital investment model having an annualized come back of 312.75%. "Combining the funds, shopping cashback, digital currency, and ‘0 ?' models, chain shopping should be the first 1," said A Dong. The cashback mode of shopping is not only confusing, but also allows some players to get revenue. Coupled with the frantic push of fund players, Chaintao has obtained a large number of users. However, the business enterprise style of Liantao may not be able to operate continuously. ** ** As early as 2013, Taobao Alliance issued regulations prohibiting the promotion style of "shopping cash return". This means that the business enterprise style of Liantao may be formally banned by Ali at any time. 03 Hidden extremely deep Compared with platforms such as for example Qubu and Mi Le Short Video, Liantao includes a major feature. Liantao statements to be always a shopping guide platform with "0 investment, zero danger". It really is difficult for newcomers to enter Liantao to find investment entry. If you want to buy CCQ investment, you have to discover the CCQ black marketplace and trade with others on the black market. However the CCQ black marketplace is not hidden. Liantao utilizes an invitation system to join up, and every new user comes with an invitation from old users. When old customers recruit newcomers, many of them will undoubtedly be pulled in to the CCQ black market-a selection of Line trading organizations. In these groups, players will bid freely. If you want me, you can complete the deal in personal. The customer transfers money to owner, and owner enters the buyer's accounts in the "gift" system of the Chaintao APP and transfers it to the buyer's CCQ.
CCQ Trading Group and Chain Amoy CCQ Present Interface But such a trading design is obviously risky. Due to the inability to "pay with one hands and deliver with one hands," chain Taoists usually encounter scammers who pay money but fail to get coins. "As well as the quotations of customers and retailers, the most typical thing in the chain-tao trading group is to expose scammers. But even though it is exposed, customers still can't obtain losses." Adong stated. There is absolutely no trading area, hidden investment entrances, and chain shopping takes great pains, apparently attempting to conceal their very own funding model. In the CCQ gifting interface of Liantao, Liantao officials pointed out that this function is limited to freebies between friends and cannot be used for other purposes. An individual contract of Liantao also has a similar expression: "Users aren't allowed to use'token points' for financing or to take part in the exchange business between'token points' and legal currency, and'virtual currency', or to buy or even sell'token points' seeing that a main counterparty, and should never be' Pass points' provide pricing, details intermediary and other laws, regulations, and regulatory guidelines that prohibit any illegal activities."
Chain Amoy User Agreement This passage is even bolded and underlined for emphasis. But certainly, the purpose of virtually all chain scouting players is to trade CCQ. Liantao's unilateral cover is only 3 hundred taels without silver. The cover-up of chain shopping also includes the introduction of APP promotion specifications, prohibiting players from publishing chain shopping cooperation models and incentive schemes to public channels, as well as discussing "multilevel marketing", "brainwashing" and "chain shopping bonus system." Beneath the cover of the disguise, the chain tao trader is becoming extremely arrogant. In a screenshot of a chat circulated in Pancircle, a chain Tao trader release: "This design is our attorney consultant and three lawyers discuss it twice, each time more than 4 hrs, there is absolutely no problem at all."
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The remarks of chain traders circulating in the circle But that is also self-deception. "To find out a criminal action, you won't only listen to what the suspects say, but investigate what they did." A lawyer who declined to end up being named pointed out. "For illustration, in a few chess and cards, players make use of virtual props on the system to place wagers. These props can only be bought on the black market. If a participant buys props on the black market, somebody will have fun with cards with him and deliberately reduce the props to him. Means to deliver products.” He said, “Even though the system conceals it, in the end, the court still found that the system constituted the criminal offense of starting a online casino.” The same holds true for chain Amoy. CCQ is a virtual foreign currency released by Chain Amoy. CCQ on the black marketplace cannot be generated out of nothing, and investors will inevitably impersonate common players and trade with other players. Chaintao's profit design is here. Provided that this is a capital market, generally there will be a crash.
From walking to create money, to watching short videos to make money, to online shopping to save lots of money, the programs of fund disks are constantly being renovated. At the same time, their concealment and deceptiveness are receiving stronger. But their core design can't ever be separated from pulling heads and collecting money. What they make use of to slice leeks is definitely human greed. *The interviewee in the written text is a pseudonym.
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rsballiance · 5 years ago
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The villain is back! Dr. Doomsday: The economic climate may decline once again, and even trigger the Great Depression
Doomsday Dr. Roubini pointed out that the world economy will not "V-shaped recuperation", but may become W-shaped, risking another collapse! Benefited from the recovery associated with employment information, the three major U.S. share indexes all achieved success the other day, and Goldman Sachs analysts also predicted that the U.S. economic climate may begin to recuperate in September. But Nouriel Roubini, the Doomsday Doctor, obviously disagrees. He believes that the global economy is likely to decline once again. Let's pay attention to what this economic expert who accurately predicted the 2008 financial meltdown has to say. Dr. Doom: Dr. Doom (Lubini), source: "Yahoo Finance" interview
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Dr. Doom Roubini stated in an interview with "Yahoo Financing" the other day that although the global economy provides rebounded under federal government funding, the current recuperation has been relatively weak. This phenomenon may symbolize that the economic climate will presume a "U-shape". recovery. Dr. Doom Roubini also said: "Even though economic recovery appeared as if a "V-shaped" in the beginning, it'll soon turn into a "U-shaped". In addition, if the brand new crown epidemic worsens again, there will be a risk of a "W design" and a double-dip recession. By then, there will be a fresh round of economic blockade, and the economic climate will shrink and deteriorate once again. The key reason why Roubini isn't optimistic concerning the economic prospects mainly comes from "zombie companies" with heavy debt and high leverage. Theoretically, the Federal government Reserve will inject funds into the market to be able to increase the living space of the company so that the corporation can continue to hire workers and maintain usage, but zombie businesses will probably eat these sources. The so-called zombie companies make reference to companies that are struggling to repay debts, but can still continue to operate on borrowings. Beneath the atmosphere of ultra-low interest rates, there have been more and more zombie businesses during the past a decade. These zombie businesses will eat up economic momentum and eat up productivity. Resources that will be injected are allocated to the incorrect place. The wave of bankruptcy of big companies is going to begin Readers will get that many large companies have recently announced personal bankruptcy and reorganization, including nourishment and health items corporation GNC, JCPenney section store, Pizza Hut's largest franchisee NPC International, and oil and gas exploration corporation Cheasapeake's. The above-mentioned companies are all "asset-heavy" companies, which means that they must purchase heavy machinery and equipment and construct retail channels. On the main one hand, they are able to expand profitability, and on the other hand, they are able to increase market talk about and raise the barriers to entry. However, during the epidemic, the income of these businesses dropped sharply. If the majority of the typical funds leverage is growing, then it is not surprising that they will move bankrupt at this time. These bankrupt companies will negotiate debts with banking institutions. Although they are able to continue to operate theoretically, they will inevitably limit funds expenditures in order to avoid deterioration within their financial conditions. Roubini said: "The labor price earnings of an enterprise may be the labor earnings of the workers, in addition to consumption. Therefore, because the enterprise boosts savings and decreases investment, the family earnings will inevitably decrease." V → U → W → L, eventually we shall enter the Great Depression Neither the U-shape nor the W-shape is what Roubini is almost all concerned about. What he concerns is that if this situation is true, the economic recovery will eventually become an L-shape, and even in the next ten years, the world economic climate may enter the Great Depression era.
Roubini believes that the purchase of economic advancement will be V-shaped → U-shaped → W-shaped, and lastly L-shaped. To make matters worse, as well as the new crown pneumonia, the problems of the Sino-US trade battle, the US-Iran conflict, and Brexit may also be imminent. In fact, long before the brand new crown pneumonia, companies in the usa, Europe, China along with other elements of Asia begun to control capital expenditures during the past few years, which means that the global technology, production and industrial sectors have begun to fall into recession. At present, the key reason why the global economy continues to be in a position to "maintain momentum" is due to quantitative easing and the large numbers of countries printing currency. If the virus actually breaks out once again or the industry battle worsens and financial policy is not any longer helpful, the world may fall into the Great Depression of the 1930s. "I actually predict that the Great Depression may happen, not that it'll be around 2020, but sometime between 2020 and 2030." With a distorted economic climate, the Fed has turned into a market maker. In addition to the economic recuperation that may not be as good as market anticipation, lots of people are also beginning to sense uneasy concerning this kind of money printing rescue. Ray Dalio, the founder of Bridgewater Fund, believes that the market is not any longer free right now, as the recent measures of central banking institutions such as the Federal government Reserve have begun to break up away from the traditional economic climate and commence to dominate the capital market. Under normal circumstances during the past, the main bank helped the banks spend less so that these banks could borrow money from the main bank in the future, plus they would more lend to those that could spend the money for return. This developed a credit system, and all financial property competed with each other, and the complete credit system was expanded. However, now it is the financial property purchased by the Fed or the national debt purchased by the Fed that have end up being the main traveling force of the overall market. Which means that the Fed has recently printed money and the value of money has gradually depreciated. Cash is not any longer valuable and really should find another safe and sound haven We believe that although current cash is not any longer in value, investors still require a certain degree of money as insurance in the face of an uncertain future. On the other hand, idle funds could be deployed in a "barbell strategy" to allocate a little portion of funds to assets with high cost fluctuations, such as for example Bitcoin; however, they can be allocated to financial products with low danger and stable advantages. Allocation of property in Bitcoin is also a strategy adopted by billionaire Paul Jones. He believes that the very best strategy to maximize earnings is to have a batch of fastest horses (The Fastest Horse). For these fast horses, he thinks it really is Bitcoin. The digital gold value of Bitcoin was highlighted in the Great Depression! Cheng Wei, Pinterest: New Areas of Blocks Why is Bitcoin called digital gold? Where may be the gold value of Bitcoin? (New highlights of the block) In terms of low-risk, stable-benefit financial products, investors can choose BinFi to invest in products as a rock strategy. By lending their property, users will get the interest compensated by "Agni" users every month. Through the contract period After the end, Rock users can recover 100% of these loaned property and acquire a revenue of over 8% of the annualized remuneration.
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rsballiance · 5 years ago
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Conference review _ Lucia Wong of the keynote speech: an ideal form of a comprehensive cross-blockchain ecological amusement social platform
The keynote speech of the wonderful overview of the TRON 4.0 global meeting on July 7: "The Perfect Form of a Comprehensive Cross-Blockchain Ecological Enjoyment Social Platform"
Moderator: Everybody knows that Dapp has always been a battleground inside the public chain. At the moment, Dapps in the industry are generally concentrated in TRON, Ethereum and EOS. Specifically TRON was born in both many years of mainnet launch. A Dapp, surpassing EOS to become the second largest number of Dapp platforms, and the number of energetic addresses surpassed Ethereum to become the industry's 1st. Below we've invited WINk CEO Lucia Wong to enable you to get the "Perfect Type of Cross-blockchain In depth Eco-Entertainment Social System". Before becoming a member of WINk, Lucia Wong offers a decade of item and marketing experience in the field of mobile games and games, welcome to her! Lucia Wong: Hello, everyone. My name is Lucia Wong. On behalf of WINk, TRON's largest Dapp platform, I'll provide you with a speech. So here I am really excited to really have the opportunity to participate in this 4.0 global online meeting and meet with you. I am hoping to talk about more info with you, and I am hoping you all discover my speech helpful and full of dry goods. First of all, I want to thank TRON for providing me such a good opportunity. I really believe 4.0 can not only promote the development of TRON's ecosystem, but additionally the development of the entire ecosystem. We are here to introduce you to the initial Dapp WINk, which includes been dominating the listing throughout the year. First of all, why don't we briefly present who we have been and what we do. WINk is focused on giving you a blockchain sport platform, so that everyone can have fun with games and socialize. , And may make money. Everyone has the possibility to pledge WIN tokens through WINk and make money on our web site. Simultaneously, everyone can have fun with games on the platform and receive our token benefits, and then pledge again. Next, I'll show you the factors mentioned previously in details to show you our operating system and what products you may expect on the platform. WINk's positioning for itself would be to become a leading blockchain game platform and continuously output high-quality decentralized programs. This is actually based on the WINk team's experience and earlier cooperation in games and ecosystem design. Focused on using a special platform governance system, so that the development team can guide customers to platform development and growth. WINk is such a platform which allows customers to play games, do social media, and may also carry out staking. It is well worth mentioning that developers can make decentralized programs and then promote them. Simultaneously, our customers can participate in the WINk ecosystem as stakeholders. WIN token is also a TRC20 token. On the WINk platform, WIN token can be used to motivate our developers and customers. WINk is currently one of the most profitable and profitable on the web gambling platforms having an annual deal volume of 2.8 billion US bucks. Our revenue sharing model means that token holders can receive passive dividends every day. The WINk ecosystem plays a very important role, which is why our players are prepared to bet on the WINk platform. The platform has distributed 2.2 billion TRX dividends. Why should we choose TRON? Because TRON's process can satisfy all our expectations and contains end up being the largest blockchain-based operating system. We are able to use TRON's vision to build a decentralized network and become a high-quality blockchain. The overall game platform, which also spans all blockchains. From our perspective, I think you can find three points which are particularly appealing to us. The initial point may be the scalability of TRON. With the network efficiency of TRON, WINk can offer very timely sport configurations and is dependable. Service, regardless of just how much our platform grows. The next point may be the free deal of TRON. WINk offers always put the user experience first, meaning that free deal is very important. For games directly operated on the TRON network, users A large amount of energy and bandwidth can be approved, and a small amount of TRX can be pledged, and WINk can offer customers with a large amount of bandwidth. In the next development process, we will continue steadily to integrate some growth plans, so that new games can be completely free of any managing fees. ** ** The third point may be the asset liquidity and popularity of TRON. The WINk team is currently working carefully with the TRON team, using numerous TRON's fast-growing techniques to empower, TRON's good relationship and top exchanges It can benefit WINk to be widely popularized. Next, TRON will continue steadily to add some efficiency to its network. This will create WINk the initial user. We will divert customers from TRON to WINk and present them the chance to use Virtual currencies have transformed them into customers that are very enthusiastic about blockchain, and steadily become loyal customers of the community. Such empowerment may bring us unlimited potential. Of course, TRON4.0 can have better efficiency for us later on. Provides unlimited options. Next, let's discuss WINk's social system. WINk has the largest, most competitive, and most loyal local community users. The cultural component of WINk generally lies in the governance of the game community, customers have a high degree of participation, leading to the least loss. Everybody knows that the cultural component plays an important function in the game. We've a dedicated account creation system and on the web chat functionality, including our rankings. At the moment, the WINk community has a lot more than 100,000 energetic users, which can be roughly divided into two forms of players. The initial one is Dapp players. The Dapp participant ecosystem will follow them to join platforms like Odyssey, and then this platform will gradually end up being the leading blockchain sport platform. The more games they have fun with, the more benefits they'll get, so that they will Repeated participation. Next are usually WINk token holders. WINk token holders are the core of the WINk platform. Each user upon this platform reaps some profits by holding a portion of the tokens. This is known as WINk job, this WINk job It is 24 hours a day, it allows participants to provide TRX, BTT and USDT to have fun with games, and at the same time they'll distribute lots of stimulus tokens to these customers. Next, without a doubt about our really innovative incentive mechanism, which is a exclusive WIN token plus a style of mining while using. First, let's discuss our exclusive WIN token. WIN token is TRC20 token, that is issued based on the TRON network. It has various core app scenarios. The initial one is WIN Staking pledge. All decentralized applications connected to the game platform can reap section of the income through WIN token holding. Simultaneously, token holders may also participate in many exceptional Actions, such as for example some poker celebrity tournaments, consist of some free gift distribution. Another point is that the game sets dividends. Numerous game players and Dapps can make a big user bottom for us, plus they can reap lots of benefits from each deal. The next one may be the mode of mining while playing. I want to announce for you that our DICE token will undoubtedly be listed on the trade on the 8th of the 30 days. Our mining mode allows our customers to take part. For WINk projects, he can choose WINk as their sport setting, because the benefits of the WINk platform in this mode can be distributed to everyone, whether you're the holder of WINk, or bought WIN through some other exchanges, or Through DICE, you may use these to employ games on our platform. Just how do we create a smoother gaming experience? In comparison to other platforms, TRON's platform provides a very appealing system. The first is a good contract that may stand the test and review. We actually don't visit a group of smart agreements deployed on the trunk finish of the game. Smart agreements can withstand the test. For instance, they can show the transparency of online games. The next point is that most games can completely allow users to independently monitor their funds. WINk wants users to comprehend that it's possible to understand new prosperity distribution through the blockchain. We distribute WIN, DICE and LIVE tokens through dividends. Holders of the awards. Among our lucky players gained 10 million TRX, that is equal to 170,000 US dollars. By using our TRON 4.0 process, we can attain more unlimited possibilities, and with our WINk platform, we are able to also attain more possibilities. I especially desire to share more with you. I am hoping everyone feels that I have launched some meaningful understanding today. If you are thinking about our platform, you can e mail us through several platforms. We are especially grateful to TRON for building such a good platform for us, that may enable us to develop better by leveraging our strengths. Right here, we wish TRON 4.0 the very best. Moderator: Many thanks Lucia Wong, we wish WINk can become the initial killer app leading Dapp to break through barriers.
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rsballiance · 5 years ago
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Huge profit of 650 million U.S. dollars, evaluation of "real precious metal games" in India
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Because the name indicates, real gold games are "money-playable" games. This is actually the type of video game business that is currently booming in India. In accordance with NetFox, a large area of the “real cash games” in India are usually those who did “cash loan products” in India 2 yrs ago. Affected by the epidemic, India has been locked in the united kingdom since March 25 this season, and economic actions have nearly stagnated. Correspondingly, the rate of bad debts on cash loan products has continuing to go up, and the market share of genuine gold games, which represents the requirement for online entertainment, has continuing to increase. In this context, many "cash loan" business owners in India must look for other profitable projects to be able not to lose excess amount, and real gold games are undoubtedly probably the most suitable projects at this stage. In accordance with practitioners in the Indian video game industry: From 2017 to 2018, the entire revenue of the Indian genuine gold game business increased from nearly 80 billion rupees (around 8 billion yuan) to 142.7 billion rupees (approximately 14.3 billion yuan), an annual raise the rate is approximately 78%. The fast-growing market, ultra-higher profitability, extremely short product release cycle, and promotion channels which are extremely overlapped with the cash loan business; when these aspects converge, the big coffees who utilized to cheer for "cash loan" have changed. It's no surprise that you have turn into a "real gold video game" evangelist. Classification of real gold games From the perspective of item classification, the current real gold games in India are mainly made up of four categories: CARDS, Casino Games, Quiz Games, and Sports Betting Games. Among them, due to the specific gameplay, the card video game can be subdivided into Teen Patti, Rummy along with other card forms. Gaming games can be split into poker, slot machines, Bingo along with other types of wagering; intellectual guessing games are based on Loco Other video game types are the main forms; sports quiz games are more diverse, including cricket, football, basketball, wrestling along with other products.
Needless to say, each game classification has its own excellent head products. Netfox will checklist a few to greatly help everyone better understand the Indian genuine gold game market. Card Game CARDS "Teen Patti by Octro" official internet site: "Teen Patti by Octro" is really a item of Alibaba's mobile business group-UC. Google Play on your own has a lot more than 50 million downloads and much more than 1.44 million comments. In accordance with NetFox, "TeenPatti by Octro" has a selection of game modes. In addition to Hindi and English, four video game languages, Gujarati and Marathi, are additional. In accordance with data supplied by Appannie, "Teen Patti by Octro" has annual revenue greater than 20 million U.S. dollars in 2019. "Teen Patti Gold" official internet site: The developer of "Teen Patti Gold" is Moonfrog, and "Teen Patti by Octro" belongs to the 1st echelon of teen patti products. The amount of downloads by customers on Google Play alone exceeds 50 million. Comments Over 1.33 million. This video game can run on a 2G system and provides game voices apart from English, including Hindi, Gujarati, Marathi, Telugu, Urdu, and Bengali. In accordance with data supplied by Appannie, "Teen Patti Gold" has an annual revenue greater than $13 million in 2019. "Junglee Rummy" official website: "Junglee Rummy" is really a item of Junglee Video games. The business was founded in 2012 and is headquartered in SAN FRANCISCO BAY AREA, USA. In accordance with its official internet site, in 2019, Junglee Games had 25 million customers and a total transaction quantity of US$600 million. Included in this, only the Google platform "Junglee Rummy" has been downloaded a lot more than 10 million occasions by users. In accordance with data supplied by Owler, in 2019, "Junglee Rummy" provided it with $41 million in revenue. "Rummy 13 Cards: Ace2Three" Official Site: Ace2Three is India's 1st online Rummy portal entirely owned and operated by Head Digital Works Personal Limited. The business was founded in 2005. In accordance with its official internet site, Ace2Three has 12 million customers, and the Google platform on your own has a lot more than 10 million downloads. In addition, because the earliest Rummy portal to operate, Ace2Three nevertheless retains the web edition of the overall game platform, and customers can directly get on the state website to play the game. In accordance with data supplied by Owler, Ace2Three's revenue in 2019 is around $17.7 million. Gambling establishment Games "Zynga TEXAS HOLD EM" official internet site: "Zynga TEXAS HOLD EM" owned by the American video gaming firm Zynga has been ranked saturated in the best-promoting list of casino games. This video game entered the Indian video game market in the next 1 / 2 of 2012, in fact it is today its eighth season. Under the assault of local games, it can achieve such outcomes, and the power is naturally not weak. Needless to say, "Zynga TEXAS HOLD EM" has a very high market talk about in the global TEXAS HOLD EM market, not only the Indian market. "Zynga TEXAS HOLD EM" has been downloaded a lot more than 50 million occasions on the Google platform alone. In accordance with data supplied by sensortower, the revenue of Zynga TEXAS HOLD EM in April 2020 is approximately 4 million U.S. dollars, however the proportion of Indian market contribution is unidentified. "POP! Slots" official website: "POP! Slots", one of the best slot games in the Indian market. Founded in 2011, the company is headquartered in the United States and has a lot more than 250 workers. The amount of downloads on Google Store on your own exceeded 10 million. In accordance with data supplied by sensortower, in April 2020, "POP! "Slots" revenue exceeds $8 million. "Bingo Showdown" Official website: "Bingo Showdown", one of the best bingo games made in the Indian market. The developer is Spicerack Mass media. Founded in 2007 and headquartered in the United States, "Bingo Showdown" has been downloaded a lot more than 5 million occasions on Google Store alone. In accordance with data supplied by Sensortower, in April 2020, "BingoShowdown" revenue exceeded US$1.7 million. Needless to say, relatively talking, the profitability of bingo games isn't as solid as that of cards, which requires attention. Quiz Video games "Loco" official website: "Loco", not so much an intellectual quiz video game, it is best to say it is a "hodgepodge". The concentrate of "Loco"'s early business was "live-streamed answering queries" to talk about cash, like the domestically popular "Cheese Superman", "Million Winner" and "Top Contest" previously 2 yrs. The domestic live life broadcast answering queries to talk about the cash business has generally been cool due to regulatory reasons, however the Indian market is quite impressive. Sufficient reason for the continuous improvement of product functions, the liquidity will be very impressive in the future. In accordance with NetFox, "Loco" has become a comprehensive APP which includes live life answering questions, doing offers, and live games. On Loco, you can watch live games and video clips, such as PUBG Mobile, "Contact of Duty"; it is possible to participate in live quizzes every day and win prizes. You can even play free games such as Ludo, Carrom, Swimming pool and BullBash. At present, the Google Store on your own has over 10 million downloads on the platform. Sports Betting Video games "Wish11" official website: "Dream11" had been established in 2008. According to the KMPG statement, currently in neuro-scientific Fantasy Sports activities, Dream11 generally occupies 90% of the market talk about. Tencent invested USD 100 million in Wish11 in 2018. In accordance with foreign media Situations of India, by March for the 2019 fiscal season, the full total transaction level of Dream11** platform was around US$650 million and net income was US$100 million. ** The approximate gameplay of Wish11 is to allow customers to select players to form a team prior to the start of the game. The rating is based on the overall performance of the selected players in the specific game, and then the cumulative rating of the team is sorted by the end of the overall game. Following the user places a bet, the money will be rolled right into a general public fund swimming pool, and the bonus that an individual gets may be the money in the bonus pool without the service fee and is distributed to be able. Dream11 was taken off Google Play in April this past year. It is understood that it is likely to be related to Google's developer policy. Previously, Dream11 official website info showed that “Because of the Google Play App Store's policy on real cash games, the App cannot be released on Google Play.” Now customers have to call the state to get the installation package to download Wish11. But we can still approximately estimate the amount of Dream11 customers. It is documented that there surely is a digital table above the door of Dream11, showing the new users of Wish11. On March 14, 2019, the number had been 52.5 million. Concerning new users, Dream11 has set an objective. The amount of new users will exceed 100 million by the finish of 2019. According to the previous growth rate, it will now exceed 100 million users. Netfox Technology offers been focused on the development of chess and cards for 16 yrs and firmly believes that only green and healthy chess and cards are the potential future of the. As a chess and cards practitioner, we should abide by the rules, abide by laws and regulations, and utilize the correct way to promote my country's traditional chess and cards lifestyle to the planet.
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rsballiance · 5 years ago
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There has been a surge within female players, and the popularity of e-sports live broadcasts has risen; however the game industry still must face these issues after the epidemic!
An epidemic in 2020 brought a fatal blow to countless industries, however the gaming industry was a blessing in disguise. In the times of "National Home", video gaming have turn out to be the main enjoyment for many individuals. World-class game makers such as for example Microsoft, Nintendo, Twitch, and Activision are all growing vigorously in the epidemic era. In April, Microsoft exposed that the amount of subscribers to Game Pass for its games has surpassed 10 million. Newzoo, a game market research organization, offers released a new "Global Game Industry Market Research Report 2020." The document pointed out that due to the effect of the new coronavirus epidemic and the solid advertising of next-era consoles, the global gaming industry income in 2020 will be likely to reach 159.3 billion US dollars, a year-on-12 months increase of 9.3%. A good start has triggered people's expectations for the future growth of the game industry. A fresh batch of sport version numbers was released, and many stocks in the online game industry rose. Accordingly, the global sport market is also heating system up. The amount of users has increased, sales have increased, and peripheral industries have flourished. So, where if the game industry go after the epidemic is over? And in this, do you know the new challenges? The rise of mobile games brings large changes in user attributes. Based on the Global Cell phone Market Report, the global mobile game marketplace will create 77.2 billion U.S. dollars in income in 2020, a year-on-year increase of 13.3%. This increase is mainly due to the large amount of time people devote to smartphones. Lengthen. For instance, in Asia, due to the closure of general public places, players who have been doing offers in Web cafes for a long period have to move their "battlefield" to their mobile phones. The popular domestic game marketplace has completely changed the male to female ratio in the entire player group. The convenience, simplicity, and ease of use have attracted a large number of female players. Consider the Chinese market place for example. As early as 2018, informal games accounted for 43.39% of the mobile game market place. The representative games "Nuan Nuan", "Travel Frog", and "Love and Maker" triggered social media. The dialogue boom offers attracted more female players to become listed on. In the entire Chinese mobile sport market, female players accounted for a staggering 46.2%. This is totally unimaginable in the Personal computer and console sport market, which is dominated by competition and customs clearance.
Travel frogs that exploded a few years ago, the image originates from the Internet The social isolation as a result of the epidemic has allowed the mobile game marketplace to harvest a large number of new players. As more and more female players enter the game world, eventually the male to feminine ratio of mobile game users will get nearer and nearer to 50-50. In foreign countries, ultra-casual games are also very popular. In america iOS free listing on April 20, three female-oriented ultra-casual mini sport products appeared in the very best 10, namely "Super Salon", "Lip Art 3D" and "Being pregnant Idle 3D Simulator".
American women also such as dress-up online games, the picture originates from the Internet From the perspective of game attributes, female users at home and abroad have little difference in their action preferences. This type of growth and placement sport will not require players to invest too much energy to learn the game play mechanism. Such games often enable female players to get a stronger need to share, which makes it relatively easy to understand such games. The growth cycle of competitive mobile games is often long, and producers need to invest lots of money and human resources to produce a game with relatively good gameplay and graphics. Consider the domestically popular "Glory of the King" for example. Initially, it took almost three years to build up a 30-person team from Tencent's inner task to the formal internal check. The overall game balance mechanism, original artwork, and combat values ??all require a little polishing. This is why many game makers can directly duplicate the worldview, plot, character settings and other sections of the mobile game that may reflect the IP worth of the initial mobile sport to the mobile game edition in the period of mobile games, and only need to polish the new battle information. The sections linked to the worldview and plot are often the slowest part for programmers to accomplish and the fastest for players to consume.
The most popular mobile game in China, "Glory of the King", the picture originates from the Internet Just imagine that these major sport companies can save effort and time to make mobile games, not to mention those little studios that have a huge need for capital chains. From the developer's viewpoint, the female-to-super-casual game not only has low analysis and development costs, but additionally includes a relatively determined possible user group at home and abroad, which is very convenient to understand. This can be a good breakthrough direction for small sport companies or studios which have been strike hard by the epidemic. However, the bonus of casual mobile games will also create a potential risk, that is, the ultra-short growth time allows the mobile sport marketplace to be included in a large number of casual games, and aggressive mobile games that require an extended development time will undoubtedly be robbed of assets. . So, will the male players who pursue aggressive and the sense of accomplishment of clearance shed, or even quit the ranks of mobile game players the most? This is undoubtedly a fatal blow to the transformation of the mobile market of conventional game manufacturers.
The characters, vehicles, and the appearance of firearms in the peace elite can all become toll points. The image originates from the Internet If you want to attract high-viscosity male and feminine users simultaneously, then major sport manufacturers may make reference to Tencent's "Honor of Kings" and "Peace Elite" two games to attract male players with competitive gameplay. Functions such as for example skins can attract feminine players and create charging factors. The e-sports industry is more and more powerful, and League of Legends is hardly a successor. In the past couple of months, e-sports has become increasingly more popular due to the suspension of sports events around the world. Numerous traditional sports TV channels also have begun to broadcast e-sports games such as for example basketball, football, rugby, and racing games. But in the game live life broadcast industry, Twitch is still one of the most popular live broadcast systems, and its own data has already reached fresh heights during the epidemic. In the weeks following outbreak, the amount of live sport views reached 869 million minutes per day, an increase of 20% when compared to two weeks before the pandemic. The most popular game live life broadcasts viewed by users are League of Legends and Call of Duty. Two games.
Views information from January to March on Twitch, pictures from the Internet Jason Lake, CEO of Complexity, the gaming business, said: “You can view that millions of people who didn't know anything about e-sports are now participating in the game.” Along with gaining more audiences, e-sports is still The epidemic period has attracted more sponsors. Not long ago, the world-renowned automobile manufacturer BMW (BMW) announced that it will sponsor e-sports groups within Britain, Germany, Southern Korea and China. Actually, mainstream companies getting into the e-sports industry to expand their impact among teenagers aren't new. As early as 2018, after China's RNG e-sports golf club and IG e-sports golf club swept the League of Legends international championship title, famous manufacturers such as for example Mercedes-Benz and Chevrolet Auto manufacturers begun to sponsor LPL (China League of Legends Best League) groups. Mercedes-Benz actually obtained the chief naming correct of LPL.
Poster of the 2019 LPL Summertime Finals, the image originates from the Internet As traditional entity producers pay more and more attention to younger design, e-sports, as a super portal for young users, has become a battleground. Albi Pagenstert, Head of Brand name Strategy and PR of BMW America, said within an interview: "This sponsorship isn't to sell cars to players, but to increase its influence on the list of new era of people. Because e-sports is currently young The crowd includes a great influence." This is also a clear sign that e-sports is increasingly accepted and acknowledged by the mainstream society. And all parties' capital expense in e-sports is also growing, and e-sports is just nearby as a world-recognized sport. However, the near future growth of the e-sports industry isn't without risks. The current e-sports industry has such a large market viewers, "League of Legends" will be indispensable. Its programmer fist and operator Tencent's successful procedure of the game's peripheral e-sports industry has made it a phenomenal sport. However, this has caused the current viewers in the e-sports industry to focus on a large area of ??the sport "League of Legends", and other games have much less attention than this sport. Needless to say, both Overwatch and PlayerUnknown's Battlegrounds that have appeared previously few years have tried to drive the growth of the encompassing e-sports industry through the game itself. Unfortunately, their R&D operators either haven't any e-sports gene or the grade of the game itself is easy enough. So that it didn't threaten the dominance of "League of Legends" in the e-sports industry. Assuming that the reputation of "League of Legends" drops, plus there is absolutely no brand new king sport to take over, then the entire e-sports industry will be affected.
In the past two years, the good international results attained by the Chinese division have made "League of Legends" lots of heat. The image originates from the Internet Super IP + fresh technology may be the way out for future online games? Although in the first quarter of 2020, the amount of downloads of sport products, the amount of online users, and the sales of hardware devices have repeatedly hit fresh highs, major sport manufacturers also have encountered difficulties in producing. In February 2020, there was no new sport in the very best ten of the sport revenue listing, and there were only 4 fresh games that entered the App Store's best 200 best-selling listing, setting a new low in modern times. The quantity of video marketing during the same time period Among the top 50, you can find only 3 fresh games. Plus some big IP sequels such as for example "Diablo 3" and "Call of Duty" series rely on the excellent sport quality of the prior games and good enough sport content to keep to sell well. Although every major game manufacturer offers its flagship items, just how these games are performed in real life still needs to rely on computers or consoles. Recently, the addition of fresh technologies such as for example cloud streaming technology, motion capture, AI training, and VR\AR has allowed the game industry to build up towards lightweight, cloud-based, and practical development. These fresh technologies are more or less showcased by sport manufacturers at major sport exhibitions or curently have a certain group of players, such as for example Microsoft's "Airline flight Simulator 2020", and the VR audio game "produced by Facebook's studios" "Rhythm Lightsaber" and Valve VR masterpiece "Half-Existence: Alex" are flagship sport works that may represent the near future development of the game industry.
"Half-living: Alex" has become a representative of a new era of VR games, the picture originates from the Internet Later on game industry, the intervention of new technologies has become a formality, but even during the epidemic period, the info of the game industry is really good, it will still devote some time for new technologies to be popularized in the game industry and enter the homes of mass players. Taking VR/AR for example, I believe that most folks are very desiring the future games depicted within "Ready Player A single". The games in this film are developed predicated on VR and AR. Players come in a totally virtual space. Can play games freely.
The description into the future game in "Top Player" is fascinating, the picture originates from the Internet Certainly, VR and AR games are both development development of future games, also it seems that they are really likely to become people's mainstream enjoyment in the future. But the reputation of VR and AR games has an insurmountable mountain-hardware devices. At existing, the costs of VR and AR sport devices in the marketplace are usually relatively high. Consuming Samsung Xuanlong MR+VR eyeglasses somatosensory game system for example, its selling price has already reached 3999 yuan, while some domestic VR sport devices such as for example Aiqi Art's Adventure 2S is also 2199 yuan.
The expensive VR glasses, the picture originates from the screenshot of Jingdong official website Such a price will not appear to be very costly, but they cannot form an unbiased game operating platform like PS4 and Xbox. Players still need to configure a higher PC computer for use when working with VR devices, plus the purchase of games Price, which makes it very expensive for players to utilize VR devices to play games. Therefore, the current VR games in the marketplace often exist within the promotional videos of major sport exhibitions or VR sport experience halls within shopping malls. Apart from the novel gameplay expertise, there is minimal player stickiness at all. Along with hardware issues, the innovation of sport content is also a major challenge for future game growth. Since VR/AR entered the game marketplace in 2015, the majority of the items produced by major producers have added VR gameplay to the initial product line, even though some well-known functions such as for example "Call of Duty" and "Grand Theft Auto" "The response is good, however the loyal players of these masterpieces are too big, and the game behaviors of the player community for many years have been solidified. Thus, it is problematic for such games to attract more player organizations through VR gameplay, and it is furthermore difficult to open a predicament in the emerging future game industry. This leaves several opportunities for some motion picture and television or novel IP outside the game circle. Pokemon Move, which became popular worldwide in 2016, is a very good example.
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"Pokemon Go" is still hot in 2020, the image is from the official site of Pokemon Go
Pokemon, a good anime that has been popular worldwide for decades, carries the youthful recollections of various generations, and having the ability to go through the plot in film and television personally will do for many players to dig out their childhood feelings of Zhong Er wallet. In the end, who doesn't want a Pikachu? Thus, when major sport companies are investing big sums of money to seize the game market in the future, you may wish to take into account the joint growth of various film and television IPs which have been popular to form a dual complement of content + technologies, which will not only show the exterior world The new technologies that I have mastered may also make the game "split the circle" and attract more players through the classic IP. In an epidemic in 2020, the near future player user groups, game technology forms, and e-sports industry will develop in a good or bad direction, but whichever direction it really is, it will undoubtedly provide earth-shaking changes to the entire gaming industry. Change. Do you have any expectations for the game industry after the epidemic? Arrive and tell us in the comments section!
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rsballiance · 5 years ago
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Be careful, online games may turn out to be the main channel for hacker assaults in the near future
Because of the outbreak of the brand new crown epidemic, many people need to stay at home, and playing games is among the most main method of recreation. With the increase of the game market and people's extreme investment in video games, hackers have targeted video game players. Compared with January of this year, in April, the amount of people blocked from going to game-related malicious web sites or browsing such websites from game-related websites (forums) increased by 54%. IN-MAY, the indicator showed a downward development: it was down 18% compared to April. The number of blocked attempts to access phishing websites using video game themes has increased. It is particularly worth mentioning that from February to April, the amount of notifications from bogus web sites on the Steam video gaming system increased by 40%. The games most regularly attacked by attackers are Minecraft, Counter-Hit: Global Offensive, and TheWitcher 3: Wild Hunt. The users most subject to such attacks are from Vietnam (7.9%), Algeria (6.6%), South Korea (6.2%), Hungary (6.2%) and Romania (6%). Information from various sources indicate that gamer activity has increased dramatically because of the coronavirus pandemic. In accordance with data from gamesindustry.biz, inside March, both computer and game gaming console game sales increased significantly.
Game sales development during the 7 days of March 16-22 In April, the amount of Steam downloads and the amount of online gamers attained record peaks. The next Steam user activity graph (which includes in-video game and client-only installation) (data from the Steam data source) implies that users have the most activity on April 4th. Since then, the activity started to decrease and the rate also slowed up. In addition, through the epidemic, gamers have already been online for a long period.
Steam users each day These circumstances reflected inside the figure are understandable. To begin with, people have more free time to enjoy games. Statistics collected by Nielsen Games (within normal surveys of gamers) confirm this argument:
Gamers from different nations/regions save money time using video games Second, obviously not really everyone who wants to spending some time playing video games includes a computer that allows them to play games. You can understand this by looking at the hardware stats shown on the Steam site. Invest the a closer consider the graph that contains the graphics cards information used by Steam customers, you can observe a clear transformation on the graph, that is completely smooth before March 2020. Up to now, the sales ratio of Nvidia, Intel and AMD provides increased significantly. Since the beginning of the quarantine, the talk about of Intel and AMD images cards has grown significantly. Before you understand that there were more than 20 million Steam customers, this raise was within 2%, which appears trivial. Put simply, the amount of products with Intel and AMD images cards has elevated by hundreds of thousands. Considering the features of images cards from various manufacturers, we are able to safely assume these hundreds of products were delivered to office at home computers through the quarantine time period, and folks installed Steam without the bosses viewing them.
This is also confirmed by the sudden change in the ratio of Intel and AMD processors in the chart (Intel also began to grow from isolation); the amount of cores used by players (atypical development in the proportion of 4-primary and 2-primary processors) ):
Needless to say, cybercriminals haven't noticed the upsurge in the amount of gamers and enough time they spend in the game. For a long time, gamers have already been the favourite targets of attackers, that are mainly thinking about the login title and password of the game account. Now, with the raise of work apparatus in the home system, the attacker's attack on the player will not only straight have the attack income, but also take the opportunity to understand the business's infrastructure. Because house networks have a lower degree of security defense than corporate networks, it is possible for attackers to monitor players' devices. In the first five weeks of 2020, the amount of vulnerabilities discovered on Steam has exceeded the amount of vulnerabilities discovered in earlier years. This reality implies that attackers are significantly thinking about discovering like vulnerabilities.
Because you can remember, at the end of April 2020, Valve discovered the foundation code of popular online games CS: GO and Group Fortress 2. The attacker is most likely already attempting to parse their code to find something that may be used for attack purposes. Loopholes. It is important to recognize that these are not really offline video games, but online games that require connection to video game servers and frequent updates. This makes their customers more vulnerable to assaults because their products are obviously generally online, and gamers are always ready to install "updates" in order never to lose the latest ability to play games. However, even if there are no zero-day vulnerabilities available, the attacker still includes a broad attack space, because as the number of players raises significantly, there will certainly be a large numbers of common vulnerabilities used by security novices. The logic of the attacker is: as the number of players increases, the likelihood of a phishing attack increases. Kaspersky Anti-Phishing and Kaspersky Safety Network (KSN) confirmed this. Compared with February, the amount of clicks on thousands of the most popular phishing websites with the term "Steam" in their titles has increased significantly, and this attack peaked in April.
Compared to February 2020, the amount of hits on phishing and Steam-related topics provides increased Anti-virus detection data for web sites using game designs has increased significantly, for example, including the titles of well-known video games and gaming platforms.
Number of cyber attacks using game designs from January to Might 2020 All sorts of malicious programs have many malicious links, such as malicious software that steals passwords, ransomware, and mining software. As generally, they counterfeit free of charge versions, updates or extensions of well-known video games, and deceptive programs. An identical situation can be seen in malicious documents that make use of game-related titles without being noticed. Use game-related subjects as attack channels These statistics usually do not take into account threats such as hacker tools, which are usually installed by customers themselves, but may be used for malicious purposes. We include remote control access clients, visitors analyzers, etc. in this type. This type is interesting right here because contemporary deception programs frequently use the same techniques as malware, such as memory injection and exploiting vulnerabilities to bypass defense. If we add this recognition to the stats, it'll occupy the first place with a 10% share. According to the stats obtained from our network antivirus, the attackers are usually most concerned about the use of Minecraft. "The Witcher 3: Wild Hunt" in addition has entered the top 3 most developed games.
Number of assaults on online games from January to Might 2020 Based on monitoring the dynamic shifts in the reaction to the hyperlink containing the game name, we figured from April in order to early Might, the attacker utilized multiple games as the target of attack whenever they attacked. In particular, "Overwatch" and "Unidentified Player" are employed the most. If you look carefully at the image below, you will see many parallel peaks.
Make use of Overwatch and PUBG designs for cyber attacks Attackers inside Vietnam can simply use game-related themes to attack. In this country, almost 8% of system antivirus detections occur on websites named after video game themes. As shown in the amount below, from January to May 2020, the top 20 nations in the attack efforts with the theme of online games.
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he top five countries after Vietnam include Algeria, South Korea, Hungary and Romania. In general, the top 20 includes many nations in North Africa, Asia and Europe, specifically Southern and Eastern Europe.
Summarizing the speedy development of the game industry through the epidemic, of course, attackers took advantage of this pattern, and we found that attempts to change to game-themed phishing web sites have increased significantly. However, it must be remembered that is not entirely to be blamed for the attacker, but also because of the user's carelessness. They are obviously fake emails sent to the game service, or they're searching for hacked customers, or seeking to crack some well-known versions. Games and deception programs. Unfortunately, generally, cybercriminals do not need technologically sophisticated answers to launch successful assaults.
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