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For 40 years, Big Meat has openly colluded to rig prices
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On October 7–8, I'm in Milan to keynote Wired Nextfest.
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Noted socialist agitator Adam Smith once wrote, "People of the same trade seldom meet together, even for merriment and diversion, but the conversation ends in a conspiracy against the publick, or in some contrivance to raise prices."
Smith was articulating a basic truth: when an industry grows concentrated, it grows cozy. Cultural differences between dominant firms are homogenized as top executives move from company to company, cross-pollinating attitudes and approaches. Ambituous, firm-hopping workaholic top brass make all their friends at the office, and so their former colleagues from one or two jobs back remain in their social circles.
Once an industry consists of half a dozen firms, the people running those companies constitute an incestuous financial polycule. They are executors of one anothers' estates, best men and maids of honor at one anothers' weddings, godparents to each others' kids. They play on the same softball teams and take family vacations together.
It would be heartwarming if it wasn't so costly to the rest of us. Remember Smith's maxim: "the conversation ends in a conspiracy against the publick, or in some contrivance to raise prices." Class solidarity among corporate executives forms a united front to screw us in every conceivable way, from corrupting our politicians to maiming and cheating workers to gouging buyers.
That's the basis of American antitrust law. When Robert Sherman was stumping for the passage of the Sherman Act, America's first major antitrust law, he thundered "If we will not endure a King as a political power we should not endure a King over the production, transportation, and sale of the necessaries of life. If we would not submit to an emperor we should not submit to an autocrat of trade with power to prevent competition and to fix the price of any commodity":
https://pluralistic.net/2022/02/20/we-should-not-endure-a-king/
Or rather, that was the basis of American antitrust law – until the Reagan era, when the fringe theories of the Nixonite criminal Robert Bork were elevated to a new orthodoxy. Under Bork's conception of antitrust, monopolies were evidence of excellence. If a company puts all its competitors out of business, that must mean that it is "efficient."
In Bork's fantasy world, the only way a company could attain dominance is by being so beloved by its customers that every competitor withers away. Governments that bust monopolies aren't protecting the public from "autocrats of trade"; they're overthrowing the winners of an election where you "vote with your wallet" to pick the best company.
But Bork and his co-fantasists couldn't quite manage all that with a straight face. They grudgingly admitted that a certain kind of bad monopolist could hypothetically exist, one that used its "market power" to raise prices or lower quality. Only when these offenses against our "consumer welfare" occurred should the state step in to protect its people.
This may sound good in theory, but in practice, it was a dead letter. The consumer welfare test isn't as simple as "If prices go up after a merger, punish the company." Instead, the government had to prove that the price raises came from "market power," and not from an increase in energy or labor costs, or some other "exogenous factor," like Mercury being in retrograde:
https://pluralistic.net/2022/11/10/you-had-one-job/#thats-just-the-as
And wouldn't you know it, it turns out that the mathematical models prescribed to distinguish greed from unavoidable circumstance inevitably "prove" that the monopolist wasn't at fault. Surely, it's just just a coincidence that the priesthood that understood how to make and interpret these models were Chicago School Economists who sold model-making as a service to companies that wanted to raise prices.
Pro-monopoly economists insist that this isn't true, and that their theory still has room to prosecute bad monopolies and cartels where they occur – more, they say this is already happening. In particular, they insist that "greedflation" can't be real, because it would require the kind of conspiracy that Smith warned of, and that their sickly antitrust enforcement is sufficient to prevent:
https://pluralistic.net/2023/03/11/price-over-volume/#pepsi-pricing-power
This strains credulity. After all, the CEOs of giant companies in concentrated industries openly boast to their shareholders about how they've used the covid and Ukraine invasion shocks to hike prices to increase their profit margins – not just cover their additional costs:
https://pluralistic.net/2023/01/23/cant-make-an-omelet/#keep-calm-and-crack-on
While excuseflation is new, open, naked price-fixing by industry cartels is not. Take the meat-packing industry, dominated by a tiny handful of giant corporations whose executives literally ran a betting pool on how many of their workers would get covid each week while working in their cramped, unventilated factories:
https://www.bbc.com/news/world-us-canada-55009228
These companies have seen their margins soar – up 300% over the lockdown – while their payments to ranchers and growers cratered:
https://www.reuters.com/business/meat-packers-profit-margins-jumped-300-during-pandemic-white-house-economics-2021-12-10/
All this might leave one wondering whether there isn't something a little, you know, "conspiracy against the publick"-y going on in Big Meat?
Let me tell you about Agri Stats. Agri Stats has been around since 1985. Every large meat packer pays to be a "member" of Agri Stats, and they each submit weekly, detailed statistics about every aspect of their business: all their costs, all their margins, broken out by category. Agri Stats compiles this into phone-book-thick books that each member gets every week, telling them everything about how all of their competitors are running their businesses:
https://www.agristats.com/history
The companies whose data appears in this book are anonymized, but it's trivial to re-identify each supplier. Tyson execs hold regular "naming process" meetings where they go through new books and de-anonymize the data. A Butterball exec confirmed that he "can pick the companies for rankings with 100% certainty."
As David Dayen writes in The American Prospect, these books are incredibly detailed: "bird weights, freezer inventory, and 'head killed per operating hour.'" Within the cozy meat cartels, Agri Stats acts as a clearinghouse that allows every business in the industry to act in concert, running the entire meat-packing sector as a single company:
https://prospect.org/power/2023-10-03-lawsuit-highlights-why-meat-overpriced/
As interesting as the list of Agri Stats members is, the groups that don't get to see Agri Stats' "books" is just as important: "farmers, workers, or retailers." Agri Stats also offers consulting services to its members. As an exec at pork processor Smithfield put it, Agri Stats advice boils down to four words "Just raise your price."
Agri Stats ranks its members based on how high their prices are – they literally publish a league table with the highest prices at the top. Meat packers pay bonuses to their execs based on how high the company's rank is on that table. Agri Stats meets with its members throughout the year to discuss "price opportunities" and to advise them to "exercise restraint" by restricting supply to keep prices up. When one Agri Stats member considered leaving the cartel, Agri Stats wooed them back by telling them how to make an additional $100k by raising bacon prices.
The reason Dayen is writing about Agri Stats now is that the DoJ Antitrust Division has brought an antitrust suit against them. This is part of a wave of antitrust actions brought by Biden's DoJ and FTC, who, along with his NLRB, are shaping up to be the most pugnacious, public-interest force against corporate power since the Reagan administration:
https://www.meatpoultry.com/articles/29124-doj-sues-agri-stats-for-complicity-in-meat-market-manipulation
All this enforcement isn't a coincidence. It comes from an explicit rejection of neoliberalism's core tenets: inequality reflects merit, monopolies are efficient, and government can't do anything. In Biden's DoJ, FTC and NLRB, they're partying like it's 1979:
https://www.eff.org/deeplinks/2021/08/party-its-1979-og-antitrust-back-baby
What's amazing about the Agri Stats conspiracy to raise prices is that it's been going since the Reagan administration. It's a smoking gun proof that "consumer welfare" never cared about price-fixing and robbing the public (can a gun still smoke after 40 years?). There was never a time when consumer welfare antitrust cared about consumer welfare. It was always and forever a front for "a conspiracy against the publick," a "contrivance to raise prices."
Big Meat has been robbing America for two generations. Some of those stolen funds were used to corrupt our political process. The meat sector gets $50 billion in public subsidies and still gouges us on prices and rips off its suppliers:
https://www.ewg.org/news-insights/news/2022/02/usda-livestock-subsidies-near-50-billion-ewg-analysis-finds
Which means that it's possible that we're simultaneously being ripped off with meat prices and that meat prices are artificially low. Try and wrap your head around that one!
The do-nothing, pro-monopoly neoliberal antitrust is a virus that spread around the world. The EU's antitrust laws were reshaped to mirror American laws after the war through the Marshall Plan, but since the late 1970s, European lawmakers and enforcers have ignored their own laws (just like their American counterparts) and encouraged monopolies as "efficient."
This Made-in-Europe oligopoly, combined with energy and grain shocks from Russian invasion of Ukraine, created the perfect storm for European greedflation. As food prices spiked across the EU, Austrian hacktivist Mario Zechner set out to investigate Austrian grocers' pricing. Using the grocers' own APIs, he was able to compile and analyze a dataset of prices at Austrian grocers:
https://www.wired.com/story/heisse-preise-food-prices/
When Zechner open-sourced his project, collaborators showed up to expand the project across other EU countries, and an anonymous party donated a huge database of prices stretching back to 2017. The data reveals clear collusion among the grocers, who raise prices in near-lockstep, and use gimmicks like cyclic price drops to hide their collusion:
https://github.com/badlogic/heissepreise
Not every grocer has an API, and even the ones that do have APIs could easily block Zechner and co from accessing their data. When that happens, they could – and should – turn to scraping to continue their project. They should also scrape grocers elsewhere, including in Canada, where grocers rigged the price of bread:
https://pluralistic.net/2023/09/25/deep-scrape/#steering-with-the-windshield-wipers
Because Big Meat's "conspiracy against the publick" isn't unique to meat. It's in all our food, it's in all our goods, it's in all our services. The fact that the meat industry was able to rob American buyers, ranchers and farmers for two generations under a 200' tall neon sign that blinked "AGRI STATS AGRI STATS AGRI STATS" night and day is frankly astonishing.
But there's never just one ant. If the meatheads running Big Meat were able to do this in broad daylight since the NES years, imagine what all the other industries were able to get up to in the shadows.
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If you'd like an essay-formatted version of this post to read or share, here's a link to it on pluralistic.net, my surveillance-free, ad-free, tracker-free blog:
https://pluralistic.net/2023/10/04/dont-let-your-meat-loaf/#meaty-beaty-big-and-bouncy
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My next novel is The Lost Cause, a hopeful novel of the climate emergency. Amazon won't sell the audiobook, so I made my own and I'm pre-selling it on Kickstarter!
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3liza · 1 year
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and youre telling me these "posts" are available via a public API, which is what public APIs are for and how every single website on earth with API works???????????????? oh my god someone call interpol
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researchbuzz · 1 year
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Rising Food Prices, Google, Social Media Traffic, More: Wednesday Afternoon ResearchBuzz, October 4, 2023
NEW RESOURCES WIRED: This Website Exposes the Truth About Soaring Food Prices. “IT DIDN’T TAKE long for Mario Zechner to prove the government wrong. In May, the independent software developer was listening to a radio interview with Austria’s labor minister, Martin Kocher, who said the government would build a new database that will help people find the cheapest milk, eggs, and other supermarket…
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chompingbits · 1 year
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While lots of “data journalism” in the US comes down to Excel spreadsheets weighted with polling data, this is what real data journalism is. The key part here I find interesting is that they think automated price adjustments based on competitors are in use that causes prices to jump in concert. https://mastodon.gamedev.place/@badlogic/111071396799790275
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agnesblogs-blog · 6 years
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Game Engines Market Key Profiles, Driver, Outlook, Competitive Landscape Forecast To 2026
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Game engine is a primary software of a computer game or video game. The software is used to create and develop video games for consoles, mobile devices, and personal computers. Game developers use 2D- or 3D-based game engine software to plan and code the game quickly and easily. Important functions of game engines include, scripting, sound, animation, Artificial Intelligence, collision detection, physics engine, and memory management. Game engines are a medium to develop a game and to have full control and command over the game and game settings. Game engines also save a considerable amount of time by offering several preset modules, libraries, effects, and tools.
Download PDF To explore detail study @ https://www.coherentmarketinsights.com/insight/request-pdf/2382
The global game engines market was valued at US$ 1,717.2 million in 2017 and is expected to reach US$ 4,186.9 million by 2026, exhibiting a CAGR of 10.6% between 2017 and 2026.
Factors Driving Growth of the Global Game Engines Market
Growing gaming industry is expected to drive growth of the global game engines market. Moreover, increasing number of mobile gamming applications is also expected to boost growth of the market. For instance, according to Coherent Market Insights’ analysis, the global mobile gaming industry generated revenue of US$ 55.8 billion in 2017 and is projected to reach US$ 107 billion by 2021. Moreover, increasing app store spending by consumers is expected to drive growth of the game engines market. According to Coherent Market Insights’ analysis, user expenditure on apps stores worldwide is expected to reach US$ 106 billion by 2018 and over US$ 156 billion by 2022. Furthermore, improved infrastructure such as better broadband and Wi-Fi connection, advanced graphics, and improved computing power at lower costs are some of the factors expected to fuel growth of the global game engines market.
However, high cost of game engine software for vendors is expected to restrain growth of the game engines market. Continuously changing preferences for new games by consumers and rapid adoption of new technologies in gaming industry such as AR and VR are factors restraining growth of the game engines market.
Browse More About the Market Study @ https://www.coherentmarketinsights.com/ongoing-insight/game-engines-market-2382
Developments in technologies such as Augmented Reality (AR) and Virtual Reality (VR) is expected to positively impact growth of the global game engine market. Development in gameplay sequences, 2D and 3D design tools, instant play mode for rapid editing, and iteration and powerful animation systems is expected to boost the game engines market growth during the forecast period.
Game Engines Market: Regional Insight
On the basis of region, game engines market is segmented into North America, Europe, Asia Pacific, Latin America, Middle East, and Africa. Asia Pacific game engines market is projected to account for the highest market share in 2017. China, Korea, India, and South East Asia are major growth engines in Asia Pacific. According to Coherent Market Insights’ analysis, app downloads are expected to increase by 45%  to reach US$ 258.2 billion during 2019-2022, globally. Major contribution for this growth is from economies such as China, India, Japan, Indonesia, and Vietnam. According to Coherent Market insights’ analysis, China is the largest mobile app market worldwide and accounts for around 40% of the global market in terms of value in 2018.
Key Players in the Global Game Engines Market
According to Harvard Business School, Unity Technologies held dominant position in the global game engines market, with around 42-45% share of the global game engines market in 2017 by value. Other prominent players in the market include, Chukong Technologies, Valve Corporation, The Game Creators Ltd., Leadwerks Software, Epic Games, Inc., CRYTEK, YoYo Games Ltd, Marmalade Game Studio Ltd., Idea Fabrik, PLC., SONY INDIA, Amazon.com, Inc., GameSalad Inc., Scirra Ltd, Corona Labs Inc., GarageGames.com, Silicon Studio Corp., Briar Wallace/Blender Foundation (Organization), Mario Zechner (Personal), Godot Engine (Community developed), and the OGRE Team (Organization).
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Game Engines Market: Taxonomy
By Product Type
3D Game Engines
5D Game Engines
2D Game Engines
By End User
PC Games
Mobile Games
TV Games
Others (console games and video games)
By Region
North America
Europe
Asia Pacific
Latin America
Middle East
Africa
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mandennews · 3 years
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Global Video Game Engine Market Forecasts, Insights to 2026 : Unity Technologies, Epic Games, Chukong Tech, Crytek, Valve Corporation
Global Video Game Engine Market Research Report 2021 offers a unique instrument for assessing the market, featuring possibilities, and helping strategic and tactical decision-making. This Video Game Engine Market report perceives that in this quickly advancing and competitive situation, current marketing facts are important to observe execution and make essential decisions for development and benefit. It gives information on patterns and improvements, and targets in business sectors and materials, limits and innovations, and on the changing structure of the Video Game Engine Sales.
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[Note: This report takes into account the current and future impacts of COVID-19 on this industry and offers you an in-depth analysis of the Global Video Game Engine Market.]
For Market chain examination, the report includes upstream raw materials, downstream customer survey, advertising and marketing channels, equipment, market advancement pattern and proposals, which more mainly covers profitable data onto Video Game Engine key applications and use key regions and use, global key vendors, main raw materials providers, and contact information, leading manufacturing equipment distributors and contact information, main suppliers and contact Information, key purchasers and contact information with statistics, and supply network relationship investigation.
The Purposes of This Analysis Are:
1. To characterize, portray, and check the Video Game Engine market based on product type, application, and region. 2. To estimate and inspect the size of the Video Game Engine market (in terms of value) in six key regions, specifically, North and South America, Western Europe, Central & Eastern Europe, the Middle East, Africa, and the Asia-Pacific. 3. To estimate and inspect the Video Game Engine markets at the country level in every region. 4. To strategically investigate every sub-market about personal development trends and their contribution to the Video Game Engine market. 5. To look at possibilities in the Video Game Engine market for shareholders by recognizing excessive-growth segments of the market.
Worldwide Video Game Engine Sales (K Units) and Revenue (Million USD) Market by Leading Manufacturers 2016-2026 are; Unity Technologies, Epic Games, Chukong Tech, Crytek, Valve Corporation, YoYo Games, The Game Creators, Marmalade Tech, Idea Fabrik, Leadwerks Software, Sony, Amazon, GameSalad, Scirra, Corona Labs (Organization), Silicon Studio Corp, Garage Games, Briar Wallace/Blender Foundation (Organization), The OGRE Team (Organization), Godot Engine (Community developed), Mario Zechner (Personal).
Based on Product manufacturing, market sales, cost, share and growth rate of each type, the report primarily split into; 3D Game Engines, 2.5D Game Engines, 2D Game Engines
Based on the Application/End-Users, this report covers the status and outlook, consumption (sales), market share, and growth rate of each application, including PC Games, Mobile Games, TV Games, Other Games.
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This autonomous report promises you will stay higher knowledgeable than your opposition. With over 170 tables and figures inspecting the Video Game Engine market, the report offers you a visible, one-stop breakdown of the main products, sub-markets including market leader’s sales forecasts as well as analysis to 2026.
Geographically, Video Game Engine analysis report isolated into the global top regions, with the help of Market Share (%), Growth Rate (%), Market Sales ($) and income from 2016 to 2026 (forecast), covering the United States, Europe, India, Japan, China and South-east Asia.
The report gives a simple assessment of the Video Game Engine industry such as classifications, applications, definitions, and business chain structure as well as the improvement policies and designs are explained and also production procedures and price structures.
The investigation carried out using an aspirational mixture of essential and auxiliary information including contributions from the key contributor in the industry. The report consists of an extensive market and seller perspective as well as a SWOT analysis of the key players.
There are 15 chapters to completely show the worldwide Video Game Engine market report:
Chapter 1, to define Video Game Engine presentation, product outlook, market review, market opportunities, market risk, market driving forces; Chapter 2, to investigate the leading manufacturers of Video Game Engine, with sales, revenue, and cost of Video Game Engine, in 2018 and 2019; Chapter 3, show the competing circumstance between major manufacturers, with income, sales and market share in 2018 and 2019; Chapter 4, to display the global market by key regions, with regional revenue, regional sales and regional market share of Video Game Engine, from 2016 to 2019; Chapter 5, 6, 7, 8 and 9, inspect the key regions, with market share, sales, and revenue by key countries in these regions; Chapter 10 and 11, analyze the global market by type and application, with growth rate, market share and sales of each region, from 2016 to 2019; Chapter 12, Video Game Engine market outlook and forecast, by regions, type, and application, with revenue and sales, from 2016 to 2026; Chapter 13, 14 and 15, to depict Video Game Engine deals channel, traders, sellers, distributors, Research Findings and Conclusion, appendix and data source.
Purposes of Buying Global Video Game Engine Market Report:
• This report gives pinpoint investigation toward changing competitive dynamics. • It gives a forward-looking prospect of various components driving or controlling industry development. • It gives a mechanical development graph over time to appreciate the market growth rate. • It gives a seven-year forecast estimate based on how the market anticipated growing.
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amshrihari · 4 years
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GAME ENGINES MARKET ANALYSIS
Game Engines Market, by Product Type (3D Game Engines, 2.5D Game Engines, and 2D Game Engines), by Game Type (PC, Mobile, TV, and Others), and by Region (North America, Europe, Asia Pacific, Latin America, Middle East, and Africa) - Size, Share, Outlook, and Opportunity Analysis, 2018 – 2026
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Game engine is a primary software of a computer game or video game. The software is used to create and develop video games for consoles, mobile devices, and personal computers. Game developers use 2D- or 3D-based game engine software to plan and code the game quickly and easily. Important functions of game engines include, scripting, sound, animation, Artificial Intelligence, collision detection, physics engine, and memory management. Game engines are a medium to develop a game and to have full control and command over the game and game settings. Game engines also save a considerable amount of time by offering several preset modules, libraries, effects, and tools.
The global game engines market was valued at US$ 1,717.2 million in 2017 and is expected to reach US$ 4,186.9 million by 2026, exhibiting a CAGR of 10.6% between 2017 and 2026.
Factors Driving Growth of the Global Game Engines Market
Growing gaming industry is expected to drive growth of the global game engines market. Moreover, increasing number of mobile gamming applications is also expected to boost growth of the market. For instance, according to Coherent Market Insights’ analysis, the global mobile gaming industry generated revenue of US$ 55.8 billion in 2017 and is projected to reach US$ 107 billion by 2021. Moreover, increasing app store spending by consumers is expected to drive growth of the game engines market. According to Coherent Market Insights’ analysis, user expenditure on apps stores worldwide is expected to reach US$ 106 billion by 2018 and over US$ 156 billion by 2022. Furthermore, improved infrastructure such as better broadband and Wi-Fi connection, advanced graphics, and improved computing power at lower costs are some of the factors expected to fuel growth of the global game engines market.
However, high cost of game engine software for vendors is expected to restrain growth of the game engines market. Continuously changing preferences for new games by consumers and rapid adoption of new technologies in gaming industry such as AR and VR are factors restraining growth of the game engines market.
Developments in technologies such as Augmented Reality (AR) and Virtual Reality (VR) is expected to positively impact growth of the global game engine market. Development in gameplay sequences, 2D and 3D design tools, instant play mode for rapid editing, and iteration and powerful animation systems is expected to boost the game engines market growth during the forecast period.
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Game Engines Market: Regional Insight
On the basis of region, game engines market is segmented into North America, Europe, Asia Pacific, Latin America, Middle East, and Africa. Asia Pacific game engines market is projected to account for the highest market share in 2017. China, Korea, India, and South East Asia are major growth engines in Asia Pacific. According to Coherent Market Insights’ analysis, app downloads are expected to increase by 45%  to reach US$ 258.2 billion during 2019-2022, globally. Major contribution for this growth is from economies such as China, India, Japan, Indonesia, and Vietnam. According to Coherent Market insights’ analysis, China is the largest mobile app market worldwide and accounts for around 40% of the global market in terms of value in 2018.
Key Players in the Global Game Engines Market
According to Harvard Business School, Unity Technologies held dominant position in the global game engines market, with around 42-45% share of the global game engines market in 2017 by value. Other prominent players in the market include, Chukong Technologies, Valve Corporation, The Game Creators Ltd., Leadwerks Software, Epic Games, Inc., CRYTEK, YoYo Games Ltd, Marmalade Game Studio Ltd., Idea Fabrik, PLC., SONY INDIA, Amazon.com, Inc., GameSalad Inc., Scirra Ltd, Corona Labs Inc., GarageGames.com, Silicon Studio Corp., Briar Wallace/Blender Foundation (Organization), Mario Zechner (Personal), Godot Engine (Community developed), and the OGRE Team (Organization).
Game Engines Market: Taxonomy
By Product Type
3D Game Engines
5D Game Engines
2D Game Engines
By End User
PC Games
Mobile Games
TV Games
Others (console games and video games)
By Region
North America
Europe
Asia Pacific
Latin America
Middle East
Africa
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daniel1244martinez · 6 years
Text
Four key trends transforming the Game Engines market by 2025
The Game Engines Market report is a compilation of first-hand information, qualitative and quantitative assessment by industry analysts, inputs from industry experts and industry participants across the value chain. The report provides in-depth analysis of parent market trends, macro-economic indicators and governing factors along with market attractiveness as per segments. The report also maps the qualitative impact of various market factors on market segments and geographies.
Request for Sample PDF @ https://www.reportsmonitor.com/request-sample/?post=359154 
Regional Game Engines Market (Regional Output, Demand & Forecast by Countries):
North America (global, Canada, Mexico)
South America( Brazil, Argentina, Ecuador, Chile)
Asia Pacific (China, Japan, India, Korea)
Europe (Germany, UK, France, Italy)
Middle East Africa (Egypt, Turkey, Saudi Arabia, Iran)And More
The report provides a unique tool for evaluating the market, highlighting opportunities, supporting strategic tactical decision-making. This report recognizes that in this rapidly-evolving competitive environment, up-to-date marketing information is essential to monitor performance make critical decisions for growth profitability. It provides information on trends developments, focuses on markets materials, capacities technologies, on the changing structure of the Global Game Engines Market.
Global Game Engines Market Segmented by Types: 3D Game Engines, 2.5D Game Engines , 2D Game Engines.
Applications analyzed in this report are: – PC Games, Mobile Games, TV Games , Other Games.
Game Engines Market Major Key Players: Unity Technologies, Epic Games, Chukong Tech, Crytek, Valve Corporation, YoYo Games, The Game Creators, Marmalade Tech, Idea Fabrik, Leadwerks Software, Sony, Amazon, GameSalad, Scirra, Corona Labs (Organization), Silicon Studio Corp, Garage Games, Briar Wallace/Blender Foundation (Organization), The OGRE Team (Organization), Godot Engine (Community developed), Mario Zechner (Personal).
Table of Contents of the study :-
Chapter 1 Overview of Game Engines Market
1.1 Brief Overview of Game Engines Industry
1.2 Development of Game Engines Market
1.3 Status of Game Engines Market
Chapter 2 Manufacturing Technology of Game Engines Industry
2.1 Development of Game Engines Manufacturing Technology
2.2 Analysis of Game Engines Manufacturing Technology
2.3 Trends of Game Engines Manufacturing Technology
Chapter 3 Analysis of Global Game Engines Market Key Manufacturers
3.1.1 Company Profile
3.1.2 Product Information
3.1.3 2013-2018 Production Information
3.1.4 Contact Information
Continue…
Have any Query Regarding this Report? Contact us at :– https://www.reportsmonitor.com/make-enquiry/?post=359154 
The report will make detailed analysis mainly on above questions and in-depth research on the development environment, Market size, development trend, operation situation and future development trend of  Game Engines Market on the basis of stating current situation of the industry in 2018 so as to make comprehensive organization and judgment on the competition situation and development trend of Game Engines Market Carrier and assist manufacturers and investment organization to better grasp the development course of Game Engines Market.
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freefestwinner · 4 years
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Global Video Game Engine Market Analysis, Historic Data and forecast year 2026
Summary - A new market study, titled “Global Video Game Engine Market Size, Status and Forecast 2020-2026” has been featured on WiseGuy Reports.
 Video Game Engine market is segmented by Type, and by Application. Players, stakeholders, and other participants in the global Video Game Engine market will be able to gain the upper hand as they use the report as a powerful resource. The segmental analysis focuses on revenue and forecast by Type and by Application in terms of revenue and forecast for the period 2015-2026.
ALSO READ: https://starsian.com/2020/10/비디오-게임-엔진-시장-분석-2020-글로벌-점유율-규모-동/
 The key players covered in this study
Unity Technologies
Epic Games
Chukong Tech
Crytek
Valve Corporation
YoYo Games
The Game Creators
Marmalade Tech
Idea Fabrik
Leadwerks Software
Sony
Amazon
GameSalad
Scirra
Corona Labs (Organization)
Silicon Studio Corp
Garage Games
Briar Wallace/Blender Foundation (Organization)
The OGRE Team (Organization)
Godot Engine (Community developed)
Mario Zechner (Personal)
 Market segment by Type, the product can be split into
3D Game Engines
2.5D Game Engines
2D Game Engines
Market segment by Application, split into
PC Games
Mobile Games
TV Games
Other Games
 Market segment by Regions/Countries, this report covers
North America
Europe
China
Japan
Southeast Asia
India
Central & South America
FOR MORE DETAILS: https://www.wiseguyreports.com/reports/5687820-global-video-game-engine-market-size-status-and-forecast-2020-2026
About Us:
Wise Guy Reports is part of the Wise Guy Research Consultants Pvt. Ltd. and offers premium progressive statistical surveying, market research reports, analysis & forecast data for industries and governments around the globe.                
 Contact Us:
NORAH TRENT                                                      
[email protected]       
Ph: +162-825-80070 (US)                          
Ph: +44 203 500 2763 (UK)      
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nickyshukla1 · 4 years
Text
Global Game Engines Market Overview, Size, Share and Trends 2020-2025
Summary - A new market study, titled “Global Game Engines Market Analysis 2015-2019 and Forecast 2020-2025” has been featured on WiseGuyReports
 A game engine is a software framework designed for the creation and development of video games. Developers use them to create games for consoles, mobile devices and personal computers.Game engines are tools available for game designers to code and plan out a game quickly and easily without building one from the ground up. Whether they are 2D or 3D based, they offer tools to aid in asset creation and placement.
 ALSO READ: https://wiseguyreports.wordpress.com/2020/07/08/impact-of-covid-19-outbreak-on-game-engines-market-2020/
  The global Game Engines market size is estimated at xxx million USD with a CAGR xx% from 2015-2019 and is expected to reach xxx Million USD in 2020 with a CAGR xx% from 2020 to 2025. The report begins from overview of Industry Chain structure, and describes industry environment, then analyses market size and forecast of Game Engines by product, region and application, in addition, this report introduces market competition situation among the vendors and company profile, besides, market price analysis and value chain features are covered in this report. Product Type Coverage (Market Size & Forecast, Major Company of Product Type etc.): 3D Game Engines 2.5D Game Engines 2D Game Engines Company Coverage (Company Profile, Sales Revenue, Price, Gross Margin, Main Products etc.): Epic Games Unity Technologies Chukong Tech Crytek Valve Corporation YoYo Games The Game Creators Marmalade Tech Idea Fabrik Leadwerks Software Sony Amazon GameSalad Scirra Corona Labs (Organization) Silicon Studio Corp Garage Games Briar Wallace/Blender Foundation (Organization) The OGRE Team (Organization) Godot Engine (Community developed) Mario Zechner (Personal) Application Coverage (Market Size & Forecast, Different Demand Market by Region, Main Consumer Profile etc.): PC Games Mobile Games TV Games Other Games Region Coverage (Regional Production, Demand & Forecast by Countries etc.): North America (U.S., Canada, Mexico) Europe (Germany, U.K., France, Italy, Russia, Spain etc.) Asia-Pacific (China, India, Japan, Southeast Asia etc.) South America (Brazil, Argentina etc.) Middle East & Africa (Saudi Arabia, South Africa etc.)
 FOR MORE DETAILS: https://www.wiseguyreports.com/reports/4820992-global-game-engines-market-analysis-2015-2019-and-forecast-2020-2025
 About Us:
Wise Guy Reports is part of the Wise Guy Research Consultants Pvt. Ltd. and offers premium progressive statistical surveying, market research reports, analysis & forecast data for industries and governments around the globe.            
 Contact Us:                
NORAH TRENT                                                      
[email protected]       
Ph: +162-826-80070 (US)                          
Ph: +44 203 500 2763 (UK)      
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But as ever-larger, more concentrated corporations captured more of their regulators, we’ve essentially forgotten that there are domains of law other than copyright — that is, other than the kind of law that corporations use to enrich themselves.
Copyright has some uses in creative labor markets, but it’s no substitute for labor law. Likewise, copyright might be useful at the margins when it comes to protecting your biometric privacy, but it’s no substitute for privacy law.
When the AI companies say, “There’s no way to use copyright to fix AI’s facial recognition or labor abuses without causing a lot of collateral damage,” they’re not lying — but they’re also not being entirely truthful.
If they were being truthful, they’d say, “There’s no way to use copyright to fix AI’s facial recognition problems, that’s something we need a privacy law to fix.”
If they were being truthful, they’d say, “There’s no way to use copyright to fix AI’s labor abuse problems, that’s something we need labor laws to fix.
-How To Think About Scraping: In privacy and labor fights, copyright is a clumsy tool at best
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Image: syvwlch (modified) https://commons.wikimedia.org/wiki/File:Print_Scraper_(5856642549).jpg
CC BY 2.0 https://creativecommons.org/licenses/by/2.0/deed.en
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blogwiseguy123world · 4 years
Text
Global Game Engines Market Research Report 2020-2026
Summary – A new market study, titled "Global Game Engines Market Analysis 2015-2019 and Forecast 2020-2025" has been featured on WiseGuyReports.
Snapshot
A game engine is a software framework designed for the creation and development of video games. Developers use them to create games for consoles, mobile devices and personal computers.Game engines are tools available for game designers to code and plan out a game quickly and easily without building one from the ground up. Whether they are 2D or 3D based, they offer tools to aid in asset creation and placement.
Also read – https://wiseguyreports.wordpress.com/2020/07/08/impact-of-covid-19-outbreak-on-game-engines-market-2020/
The global Game Engines market size is estimated at xxx million USD with a CAGR xx% from 2015-2019 and is expected to reach xxx Million USD in 2020 with a CAGR xx% from 2020 to 2025. The report begins from overview of Industry Chain structure, and describes industry environment, then analyses market size and forecast of Game Engines by product, region and application, in addition, this report introduces market competition situation among the vendors and company profile, besides, market price analysis and value chain features are covered in this report.
Product Type Coverage (Market Size & Forecast, Major Company of Product Type etc.):
3D Game Engines
2.5D Game Engines
2D Game Engines
Company Coverage (Company Profile, Sales Revenue, Price, Gross Margin, Main Products etc.):
Epic Games
Unity Technologies
Chukong Tech
Crytek
Valve Corporation
YoYo Games
The Game Creators
Marmalade Tech
Idea Fabrik
Leadwerks Software
Sony
Amazon
GameSalad
Scirra
Corona Labs (Organization)
Silicon Studio Corp
Garage Games
Briar Wallace/Blender Foundation (Organization)
The OGRE Team (Organization)
Godot Engine (Community developed)
Mario Zechner (Personal)
Application Coverage (Market Size & Forecast, Different Demand Market by Region, Main Consumer Profile etc.):
PC Games
Mobile Games
TV Games
Other Games
Region Coverage (Regional Production, Demand & Forecast by Countries etc.):
North America (U.S., Canada, Mexico)
Europe (Germany, U.K., France, Italy, Russia, Spain etc.)
Asia-Pacific (China, India, Japan, Southeast Asia etc.)
South America (Brazil, Argentina etc.)
Middle East & Africa (Saudi Arabia, South Africa etc.)
For more details - https://www.wiseguyreports.com/reports/4820992-global-game-engines-market-analysis-2015-2019-and-forecast-2020-2025
About Us:
Wise Guy Reports is part of the Wise Guy Research Consultants Pvt. Ltd. and offers premium progressive statistical surveying, market research reports, analysis & forecast data for industries and governments around the globe.              
Contact Us:
NORAH TRENT                                                      
Ph: +162-825-80070 (US)                        
Ph: +44 2035002763 (UK)      
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jacobwill176 · 4 years
Text
Global Video Game Engine Market Prospect and Future forecast year 2020
A new market study, titled “  Global Video Game Engine Market Size, Status and Forecast 2020-2026”been featured on WiseGuyReports.
Video Game Engine market is segmented by Type, and by Application. Players, stakeholders, and other participants in the global Video Game Engine market will be able to gain the upper hand as they use the report as a powerful resource. The segmental analysis focuses on revenue and forecast by Type and by Application in terms of revenue and forecast for the period 2015-2026.
The key players covered in this study
Unity Technologies
Epic Games
Chukong Tech
Crytek
Valve Corporation
YoYo Games
The Game Creators
Marmalade Tech
Idea Fabrik
Leadwerks Software
Sony
Amazon
GameSalad
Scirra
Corona Labs (Organization)
Silicon Studio Corp
Garage Games
Briar Wallace/Blender Foundation (Organization)
The OGRE Team (Organization)
Godot Engine (Community developed)
Mario Zechner (Personal)
ALSO READ https://starsian.com/2020/10/비디오-게임-엔진-시장-분석-2020-글로벌-점유율-규모-동/
Market segment by Type, the product can be split into
3D Game Engines
2.5D Game Engines
2D Game Engines
Market segment by Application, split into
PC Games
Mobile Games
TV Games
Other Games
Market segment by Regions/Countries, this report covers
North America
Europe
China
Japan
Southeast Asia
India
Central & South America
FOR MORE DETAILS https://www.wiseguyreports.com/reports/5687820-global-video-game-engine-market-size-status-and-forecast-2020-2026
Contact Us:
NORAH TRENT                                                          
[email protected]                                                                                                                                                              
Ph: +162-825-80070 (US)                        
Ph: +44 203 500 2763 (UK)    
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akashthings · 4 years
Text
Global  Game Engines Market Growth Statistics, Latest Trends & Future Prospects
Summary – A new Global Game Engines Market Research Report 2019-2023” has been featured on WiseGuyReports.
A game engine is a software framework designed for the creation and development of video games. Developers use them to create games for consoles, mobile devices and personal computers.Game engines are tools available for game designers to code and plan out a game quickly and easily without building one from the ground up. Whether they are 2D or 3D based, they offer tools to aid in asset creation and placement.
ALSO READ: https://wiseguyreports.wordpress.com/2020/07/08/impact-of-covid-19-outbreak-on-game-engines-market-2020/
The global Game Engines market size is estimated at xxx million USD with a CAGR xx% from 2015-2019 and is expected to reach xxx Million USD in 2020 with a CAGR xx% from 2020 to 2025. The report begins from overview of Industry Chain structure, and describes industry environment, then analyses market size and forecast of Game Engines by product, region and application, in addition, this report introduces market competition situation among the vendors and company profile, besides, market price analysis and value chain features are covered in this report. Product Type Coverage (Market Size & Forecast, Major Company of Product Type etc.): 3D Game Engines 2.5D Game Engines 2D Game Engines Company Coverage (Company Profile, Sales Revenue, Price, Gross Margin, Main Products etc.): Epic Games Unity Technologies Chukong Tech Crytek Valve Corporation YoYo Games The Game Creators Marmalade Tech Idea Fabrik Leadwerks Software Sony Amazon GameSalad Scirra Corona Labs (Organization) Silicon Studio Corp Garage Games Briar Wallace/Blender Foundation (Organization) The OGRE Team (Organization) Godot Engine (Community developed) Mario Zechner (Personal) Application Coverage (Market Size & Forecast, Different Demand Market by Region, Main Consumer Profile etc.): PC Games Mobile Games TV Games Other Games Region Coverage (Regional Production, Demand & Forecast by Countries etc.): North America (U.S., Canada, Mexico) Europe (Germany, U.K., France, Italy, Russia, Spain etc.) Asia-Pacific (China, India, Japan, Southeast Asia etc.) South America (Brazil, Argentina etc.) Middle East & Africa (Saudi Arabia, South Africa etc.)
FOR MORE DETAILS https://www.wiseguyreports.com/reports/4820992-global-game-engines-market-analysis-2015-2019-and-forecast-2020-2025
 About Us:
Wise Guy Reports is part of the Wise Guy Research Consultants Pvt. Ltd. and offers premium progressive statistical surveying, market research reports, analysis & forecast data for industries and governments around the globe.                
 Contact Us:
NORAH TRENT                                                      
[email protected]       
Ph: +162-825-80070 (US)                          
Ph: +44 203 500 2763 (UK)      
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thetechnonews · 5 years
Text
Game Engines Market - Opportunity Analysis, 2018 – 2026
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Game engine is a primary software of a computer game or video game. The software is used to create and develop video games for consoles, mobile devices, and personal computers. Game developers use 2D- or 3D-based game engine software to plan and code the game quickly and easily. Important functions of game engines include, scripting, sound, animation, Artificial Intelligence, collision detection, physics engine, and memory management. Game engines are a medium to develop a game and to have full control and command over the game and game settings. Game engines also save a considerable amount of time by offering several preset modules, libraries, effects, and tools.
Browse Complete Report For More Information @ https://www.coherentmarketinsights.com/ongoing-insight/game-engines-market-2382
The global game engines market was valued at US$ 1,717.2 million in 2017 and is expected to reach US$ 4,186.9 million by 2026, exhibiting a CAGR of 10.6% between 2017 and 2026.
Factors Driving Growth of the Global Game Engines Market
Growing gaming industry is expected to drive growth of the global game engines market. Moreover, increasing number of mobile gamming applications is also expected to boost growth of the market. For instance, according to Coherent Market Insights’ analysis, the global mobile gaming industry generated revenue of US$ 55.8 billion in 2017 and is projected to reach US$ 107 billion by 2021. Moreover, increasing app store spending by consumers is expected to drive growth of the game engines market. According to Coherent Market Insights’ analysis, user expenditure on apps stores worldwide is expected to reach US$ 106 billion by 2018 and over US$ 156 billion by 2022. Furthermore, improved infrastructure such as better broadband and Wi-Fi connection, advanced graphics, and improved computing power at lower costs are some of the factors expected to fuel growth of the global game engines market.
Game Engines Market: Regional Insight
On the basis of region, game engines market is segmented into North America, Europe, Asia Pacific, Latin America, Middle East, and Africa. Asia Pacific game engines market is projected to account for the highest market share in 2017. China, Korea, India, and South East Asia are major growth engines in Asia Pacific. According to Coherent Market Insights’ analysis, app downloads are expected to increase by 45%  to reach US$ 258.2 billion during 2019-2022, globally. Major contribution for this growth is from economies such as China, India, Japan, Indonesia, and Vietnam. According to Coherent Market insights’ analysis, China is the largest mobile app market worldwide and accounts for around 40% of the global market in terms of value in 2018.
Key Players in the Global Game Engines Market
According to Harvard Business School, Unity Technologies held dominant position in the global game engines market, with around 42-45% share of the global game engines market in 2017 by value. Other prominent players in the market include, Chukong Technologies, Valve Corporation, The Game Creators Ltd., Leadwerks Software, Epic Games, Inc., CRYTEK, YoYo Games Ltd, Marmalade Game Studio Ltd., Idea Fabrik, PLC., SONY INDIA, Amazon.com, Inc., GameSalad Inc., Scirra Ltd, Corona Labs Inc., GarageGames.com, Silicon Studio Corp., Briar Wallace/Blender Foundation (Organization), Mario Zechner (Personal), Godot Engine (Community developed), and the OGRE Team (Organization).
Game Engines Market: Taxonomy
By Product Type
3D Game Engines
5D Game Engines
2D Game Engines
By End User
PC Games
Mobile Games
TV Games
Others (console games and video games)
By Region
North America
Europe
Asia Pacific
Latin America
Middle East
Africa
Inquire Here Before Purchase of Research Report @ https://www.coherentmarketinsights.com/insight/talk-to-analyst/2382
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ttalgifairy-blog · 6 years
Text
Game Engines Market: Estimate Your Market Size with this Latest Research Report
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Game engine is a primary software of a computer game or video game. The software is used to create and develop video games for consoles, mobile devices, and personal computers. Game developers use 2D- or 3D-based game engine software to plan and code the game quickly and easily. Important functions of game engines include, scripting, sound, animation, Artificial Intelligence, collision detection, physics engine, and memory management. Game engines are a medium to develop a game and to have full control and command over the game and game settings. Game engines also save a considerable amount of time by offering several preset modules, libraries, effects, and tools.
Download PDF Brochure @ https://www.coherentmarketinsights.com/insight/request-pdf/2382
Game Engines Market: Regional Insight
On the basis of region, game engines market is segmented into North America, Europe, Asia Pacific, Latin America, Middle East, and Africa. Asia Pacific game engines market is projected to account for the highest market share in 2017. China, Korea, India, and South East Asia are major growth engines in Asia Pacific. According to Coherent Market Insights’ analysis, app downloads are expected to increase by 45%  to reach US$ 258.2 billion during 2019-2022, globally. Major contribution for this growth is from economies such as China, India, Japan, Indonesia, and Vietnam. According to Coherent Market insights’ analysis, China is the largest mobile app market worldwide and accounts for around 40% of the global market in terms of value in 2018.
Browse Complete Report @ https://www.coherentmarketinsights.com/ongoing-insight/game-engines-market-2382
Key Players in the Global Game Engines Market
According to Harvard Business School, Unity Technologies held dominant position in the global game engines market, with around 42-45% share of the global game engines market in 2017 by value. Other prominent players in the market include, Chukong Technologies, Valve Corporation, The Game Creators Ltd., Leadwerks Software, Epic Games, Inc., CRYTEK, YoYo Games Ltd, Marmalade Game Studio Ltd., Idea Fabrik, PLC., SONY INDIA, Amazon.com, Inc., GameSalad Inc., Scirra Ltd, Corona Labs Inc., GarageGames.com, Silicon Studio Corp., Briar Wallace/Blender Foundation (Organization), Mario Zechner (Personal), Godot Engine (Community developed), and the OGRE Team (Organization).
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