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#metaverse development services South Africa
mobiloitteptyltd · 11 months
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Metaverse Solutions by Mobiloitte South Africa Mobiloitte South Africa, the forefront in metaverse development, pioneers solutions for metaverse real estate development and immersive games. From conceptualizing virtual worlds to crafting interconnected realities, we redefine possibilities. Our innovative offerings transcend traditional boundaries, fostering immersive digital experiences. Dive into the future with our metaverse solutions, redefining the realms of real estate and gaming.
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impactgames534 · 8 months
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Sea Monster : Pioneering Impact Games Development in South Africa
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In the dynamic world of digital entertainment, impact games are emerging as a powerful tool for change. Sea Monster, a leading impact games developer based in South Africa, is at the forefront of this innovative field. By integrating compelling narratives with interactive technology, Sea Monster creates games that not only entertain but also educate and inspire positive action. This article delves into the world of impact games and how Sea Monster is making waves in this sector.
The Rise of Impact Games
Impact games, like serious games, are a genre of video games designed with the primary goal of creating social, educational, or environmental impact. Unlike traditional games focused solely on entertainment, impact games leverage the power of play to shape how we learn, socialize and behave. As a pioneer in this field, Sea Monster is using games to help their clients and partners address complex challenges in an engaging and accessible manner.
Sea Monster: A Leader in Impact Games Development
Sea Monster has established itself as a leading impact games developer over the last 12+ years. By combining storytelling with technology, Sea Monster harnesses the world’s favorite entertainment medium to drive learning and communication outcomes and to build meaningful connections between organizations and their audiences.
One of the key strengths of Sea Monster is their ability to create games that enrich people’s lives and that ultimately make the world a better place. Their portfolio includes a variety of games addressing themes such as climate change, public health, social justice, corporate training and metaverse exploration. These games are not just tools for advocacy; they offer a fun and interactive experience for players of all ages and from all walks of life.
Innovative Approaches in Game Design
At Sea Monster, the focus is on innovative game design that resonates with a wide audience. Their games are developed with the user experience in mind, ensuring that they are accessible, intuitive, and visually appealing. This commitment to quality has positioned Sea Monster as a respected name in the global impact gaming space, as well as the developing African ecosystem.
The impact games developed by Sea Monster are also characterized by their use of cutting-edge technology. From virtual reality (VR) solutions to web-based mobile gaming, they are constantly exploring new ways to enhance the gaming experience while driving home their impactful messages.
The Future of Impact Games with Sea Monster
As the demand for meaningful digital content grows, the future looks bright for impact games and for Sea Monster. With their commitment to innovation, quality, and driving results, they are well-positioned to continue leading the charge in this exciting field. As they develop more games that entertain, educate, and inspire, Sea Monster is not just playing games; they're making a real difference.
Impact games are so much more than just entertainment; they are a powerful tool for change. As a leading impact games developer, Sea Monster is demonstrating the incredible potential of this genre. Through their innovative approaches, collaborative efforts, and commitment to quality, they are setting a new standard for what games can achieve. Whether you’re looking for a unique digital training tool, a gamified awareness campaign companion or you’re wanting to venture into the metaverse, Sea Monster has got the in-house expertise to tackle your challenge and transform your vision into reality.
Dear visitors if you want to more information about Impact Games and our all services please visit our website. We have a website. We welcome you. CLICK HERE
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themarketinsights · 10 months
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Dress Up Game Market Detailed Strategies, Competitive Landscaping and Developments for next 5 years
Latest released the research study on Global Dress Up Game Market, offers a detailed overview of the factors influencing the global business scope. Dress Up Game Market research report shows the latest market insights, current situation analysis with upcoming trends and breakdown of the products and services. The report provides key statistics on the market status, size, share, growth factors of the Dress Up Game The study covers emerging player’s data, including: competitive landscape, sales, revenue and global market share of top manufacturers are CrowdStar (United States), Tapps Games (Brazil), Activision Blizzard (United States), Libii (China), Glu Mobile (United States), XS Software (United Kingdom), Beijing Dawei Technology Co., Ltd. (China), Coco Play (China), Firemonkeys Studios (Australia)
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Dress Up Game Market Definition:
Dress up games are offer players the opportunity to dress up characters in various clothing styles. These games enable the players to simulate being able to dress up in clothes they would not dream of having. It encourages creative thinking and communication skills. The games helps kids practice language development and their social skills.
Market Trend:
The Popularity of Video Games
Development of Metaverse Platforms
Market Drivers:
Surging Adoption of Gaming as an Entertainment
Increasing Awareness about Online Games
Market Opportunities:
Fascinating Growth in Online Mobile Gaming Segment
The Global Dress Up Game Market segments and Market Data Break Down are illuminated below:
by Type (Superhero Look Alike Contest, Eliza Mall Mania, My Perfect Wedding, Traveling Guide Curly, Princess Prank Wars Makeover, Others), Platform (IOS, Android), Pricing (Free, Licenced)
Region Included are: North America, Europe, Asia Pacific, Oceania, South America, Middle East & Africa
Country Level Break-Up: United States, Canada, Mexico, Brazil, Argentina, Colombia, Chile, South Africa, Nigeria, Tunisia, Morocco, Germany, United Kingdom (UK), the Netherlands, Spain, Italy, Belgium, Austria, Turkey, Russia, France, Poland, Israel, United Arab Emirates, Qatar, Saudi Arabia, China, Japan, Taiwan, South Korea, Singapore, India, Australia and New Zealand etc.
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Strategic Points Covered in Table of Content of Global Dress Up Game Market:
Chapter 1: Introduction, market driving force product Objective of Study and Research Scope the Dress Up Game market
Chapter 2: Exclusive Summary – the basic information of the Dress Up Game Market.
Chapter 3: Displayingthe Market Dynamics- Drivers, Trends and Challenges of the Dress Up Game
Chapter 4: Presenting the Dress Up Game Market Factor Analysis Porters Five Forces, Supply/Value Chain, PESTEL analysis, Market Entropy, Patent/Trademark Analysis.
Chapter 5: Displaying market size by Type, End User and Region 2015-2020
Chapter 6: Evaluating the leading manufacturers of the Dress Up Game market which consists of its Competitive Landscape, Peer Group Analysis, BCG Matrix & Company Profile
Chapter 7: To evaluate the market by segments, by countries and by manufacturers with revenue share and sales by key countries (2021-2026).
Chapter 8 & 9: Displaying the Appendix, Methodology and Data Source
Finally, Dress Up Game Market is a valuable source of guidance for individuals and companies in decision framework.
Data Sources & Methodology The primary sources involves the industry experts from the Global Dress Up Game Market including the management organizations, processing organizations, analytics service providers of the industry’s value chain. All primary sources were interviewed to gather and authenticate qualitative & quantitative information and determine the future prospects.
In the extensive primary research process undertaken for this study, the primary sources – Postal Surveys, telephone, Online & Face-to-Face Survey were considered to obtain and verify both qualitative and quantitative aspects of this research study. When it comes to secondary sources Company's Annual reports, press Releases, Websites, Investor Presentation, Conference Call transcripts, Webinar, Journals, Regulators, National Customs and Industry Associations were given primary weight-age.
For Early Buyers | Get Up to 20% Discount on This Premium Report: https://www.advancemarketanalytics.com/request-discount/191701-global-dress-up-game-market?utm_source=Organic&utm_medium=Vinay
What benefits does AMA research study is going to provide?
Latest industry influencing trends and development scenario
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To Seize powerful market opportunities
Key decision in planning and to further expand market share
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Definitively, this report will give you an unmistakable perspective on every single reality of the market without a need to allude to some other research report or an information source. Our report will give all of you the realities about the past, present, and eventual fate of the concerned Market.
Thanks for reading this article; you can also get individual chapter wise section or region wise report version like North America, Europe or Southeast Asia.
Contact Us:
Craig Francis (PR & Marketing Manager) AMA Research & Media LLP Unit No. 429, Parsonage Road Edison, NJ New Jersey USA – 08837
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ayelinhazel · 11 months
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Hello!!
The project we are going to talk about today is AxMint.Io,
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This project is promoted by Axmachine Blockchain Services Private limited.
Axmachine company's founder director is Mr.Henry Marshall who is Britisher, and its global CEO is Mr.VKP Patel who is an NRI who resides in South Africa.
This company is registered at UK as well as in South Africa.
Its Director and CEO have years of experience in the crypto industry, both of them have worked on the mining setup of CryptoPot for many years.
These crypto related multiple products are going to be launched by the AxMachine in days ahead,
In phase 1
1.AxChain Blockchain which will develop the world's first hybrid blockchain of POA, POW and POS technology.
AxScan Explorer will be developed to checkout multiple tokens, multiple smart contracts and transactions.
3.Mainnet, testnet and faucet of blockchain and native coin of blockchain will be developed.
4.Hybrid decentralized exchange and centralized exchange will be developed.
5.Developing decentralized and centralized wallets.
6.Web3 games, nft marketplace will be developed.
Land in Metaverse products will develop the metaverse.
8.Blockchain based utility portal will be launched.
To develop and promote these products, a community is needed, Axmachine has created its own mining pools to gather community.
To support this mining pools, AXM Token of BEP20 technology has been created.
The total supply of AXM Token will be 25 crore and these 30% tokens will remain premined and locked and the balance 70% tokens will be released per day 10000 till 1750 days. AXM Token is listed on an exchange named Dextrade and its contract has been audited by globally acclaimed Interfi Company.
Its launching price will be 0.10$.
Whatever mining packages are assigned to this token will be given directly to the address of the pool holders in the form of staking income.
The joining of mining pool packages will be done in BEP20 USDT and the income of joining the community will be calculated in Saari USDT.
For more information about minting module check our ppt..
🌐Visit: https://axmint.io
📞Telegram: https://t.me/AxMintChat
Axmachine #AxmintAdventure #EarnWithAXM #Crypto #defi #airdrop #refferal #Blockchain
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mobiloitte7 · 1 year
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Mobiloitte Consolidates Global Influence with New Strategic Office in Johannesburg
JOHANNESBURG, South Africa - In a significant strategic development, Mobiloitte, an industry leader in software solutions encompassing Blockchain, Metaverse, Games, Web3 Gaming, IoT, AI, Bots, Mobile apps, Web apps, and Cloud services has officially announced the establishment of a new office in Johannesburg, South Africa. This Johannesburg establishment is strategically designed to facilitate proximity to Mobiloitte's existing clientele and prospective partners, especially within the burgeoning sectors of Education, Finance, and Real Estate, which the company's research has identified as key emerging industries in the region. Read more
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gamingcompany1 · 1 year
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Gaming Company
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Games have long been a part of human culture, creating enjoyable and purposeful interactions. In today's digital age, the potency of games has only grown, with companies harnessing them to achieve business objectives and address social issues. Sea Monster specialises in utilising games to enhance engagement, boost learning, and amplify impact. By developing impact games, we ensure that audiences are captivated and messages are effectively communicated. Impact games also offer a delightful and accessible means to deliver branded or educational content to a wide demographic.
As Africa's premier impact games development company, based in Cape Town, South Africa, Sea Monster's skilled game development team offers a broad array of tailor-made business solutions, from simple mini-games to intricate strategic games and branded experiences. Our game development process follows three key steps: concept development, solution design, and production. Furthermore, we extend management and maintenance services to our clients, complete with comprehensive data analytics and research reporting.
Over the years, Sea Monster has expertly merged play and purpose, providing top-notch impact games and experiences that help clients achieve their business goals and drive their social responsibility agendas. As a proudly South African company, we pride ourselves on our distinct creative talents, excellent production value, and well-researched impact games that foster engagement, yield actionable insights, and inspire behavioural change.
Our diverse clientele includes large corporations, entertainment providers, and non-profit organisations from around the globe. We have developed games that not only entertain but also make a difference in various industries, including those in the financial services sector, health sector as well as the retail and marketing space. Our impact games have also found success in a number of other industries that recognise the value of game-based solutions.
Passionate about helping organisations meet their business objectives and SDG commitments, Sea Monster is eager to explore the potential of games, cutting-edge technologies like virtual reality, and metaverse platforms. We firmly believe that the power of games transcends borders and limitations. Our enthusiasm for making a positive impact in the world, one game at a time, drives us to collaborate with clients who share our vision.
FAQs:
1. What are impact games?
Impact games are digital or analog games that are designed to achieve specific social, educational, or business objectives while also providing entertainment.
2. How can impact games benefit my business?
Impact games can drive many different business and social goals specifically catered to your brand purpose. Some examples of the impact that games can create include increasing customer engagement, enhancing employee training, promoting brand awareness or engaging with a new generation of customers through new channels such as metaverse gaming platforms. They can also offer extensive data and insights into consumer behaviour in order to better inform business decisions.
3. What industries can benefit from impact games?
While impact games have found particular success in the financial services, and health sectors, they have also become an integral part of the marketing mix for brands and can be beneficial for any industry that seeks to leverage the engaging nature of games to achieve their specific goals.
4. What is the typical development process for an impact game?
Our development process involves three main steps: concept development, solution design, and production. We work closely with clients to create customised games that meet their specific needs and objectives as an organisation.
5. Do you offer ongoing support and maintenance for the games you develop?
Yes, Sea Monster provides management and maintenance services, as well as data analytics and research reporting, to ensure your game continues to deliver the results you desire .
6. Can you develop impact games for mobile devices?
Yes, we can create impact games for various platforms, including mobile devices, web browsers, and virtual reality headsets, ensuring that your target audience can access the games with ease.
7. How long does it take to develop an impact game?
The development timeline for an impact game depends on factors such as complexity, platform, and desired features. Typically, a small-scale game may take a few weeks to develop, while more complex games can take several months.
8. How do you measure the success of an impact game?
We use a combination of data analytics and research reporting to track user engagement, learning outcomes, and behaviour change. This helps us evaluate the effectiveness of our impact games in achieving your desired goals. We also consult with our clients to address their own specific KPIs with the solution we deliver.
9. Can you develop impact games for a global audience?
Yes, we have experience working with clients from around the world and can develop games that cater to diverse cultural backgrounds and languages.
10. Do you offer consultations before starting the game development process?
Yes, we offer consultations to better understand your needs and objectives. This helps us identify the best approach to create a customised impact game that aligns with your goals in order to maximise effectiveness and overall impact.
At Sea Monster, we are committed to pushing the boundaries of impact games and exploring innovative ways to harness their potential. Our dedicated team continuously works on refining our game development process and expanding our services to cater to a diverse array of clients and industries.
With our expertise in utilising emerging technologies like virtual reality and metaverse platforms, we strive to create immersive and memorable experiences that make a lasting impression on users. As the gaming landscape evolves, so does our approach to developing solutions that resonate with audiences and effectively deliver our clients' messages.
We take pride in our collaborative process, working closely with clients to understand their goals and expectations. This enables us to create bespoke impact games that are not only engaging and entertaining but also address specific challenges and drive tangible results. Our passion for making a difference in the world, one game at a time, is the cornerstone of our company culture and the driving force behind our continued success.
If you have any further questions or would like to discuss your project ideas, feel free to reach out to our team. We look forward to working with you and creating a real game-changer for your organisation that drives meaningful change.
Dear visitors if you want to more information about Gaming Company and our all services please visit our website. We have a website. We welcome you. CLICK HERE  
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bitcofun · 2 years
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Source: AdobeStock/ ryanking999 Get your day-to-day, bite-sized absorb of cryptoasset and blockchain-related news-- examining the stories flying under the radar these days's crypto news. __________ Legal news In an upgrade on its insolvency case, Singapore-based crypto lending institution Hodlnaut stated it is dealing with "pending procedures" with the Singapore Attorney-General and the Singapore Police Force. The business stated it laid off 80% of its staff members, or "roughly 40 workers", "in order to minimize the business's expense." The United States Trustee is looking for to designate an inspector when it comes to Celsius (CEL)' personal bankruptcy, MarketWatch reported, declaring Celsius consistently stopped working to supply a comprehensive breakdown of its mining operations. They stated an inspector requires to check out the function Celsius's management might have played in the platform's illiquidity. The relocation was consulted with issues by the Committee of Unsecured Creditors, arguing that the relocation will just rake up expenses, without offering any significant advantage. CBDC news The Central Bank of Nigeria Governor Godwin Emefiele stated in a speech that Nigeria's reserve bank digital currency (CBDC), the eNaira, has actually been utilized to perform deals worth NGN 4bn (USD 9.4 m) considering that its intro in October 2021, including that the eNaira app has actually been downloaded 840,000 times and presently has about 270,000 active wallets. Metaverse news The 2022 MTV Video Music Awards(VMAs) included a "Best Metaverse Performance" classification. 6 artists are up for election: BTS, Blackpink, Ariana Grande, Charli XCX, and Twenty One Pilots. Africa has actually gotten a live metaverse called Ubuntuland, with a 3D Virtual Reality (VR) experience in it, Africarare, stated a news release shown Cryptonews.com Africarare has actually protected a 12 x12 town (144 plots of virtual realty) to develop its exposure, together with the Austrian World Data Lab(WDL), which obtained a 6x6 town. WDL stated it will utilize this virtual real-estate to "assist enhance lifestyle for Africans and raise awareness of key-impact subjects." Regulation news The South African Reserve Bank(SARB) stated in its brand-new standards that banks in the nation "might function as a channel for funds" connected to crypto provider and "might contribute in consumers wanting to buy" or "get payments in fiat currency" in their checking account for the sale of crypto. The Central Bank of the Philippines released a caution note, "highly prompting" the nation's people not to handle Virtual Asset Service Providers (VASPs) that are either unregistered or domiciled abroad. There are 19 signed up VASPs. Exchange news Digivault, the UK Financial Conduct Authority(FCA)- signed up crypto custodian that belongs of the EQONEX Group, has included assistance for Binance's BNB Chain, allowing customers to now hold possessions working on BNB Chain, consisting of BNB, BUSD, & & BEP20 tokens, in their Digivault accounts. Australian crypto exchange Swyftx is laying off a fifth of its personnel (21%), in a relocation referred to as a "difficult choice" in a post 74 individuals have actually lost their tasks due to "running in an unsure organization environment, with levels of domestic inflation not seen in over 20 years, increasing rate of interest, extremely unpredictable markets throughout all possession classes, and the capacity for a worldwide economic downturn," it stated. Singapore-based crypto exchange BHEX.SG revealed that it has actually gotten the Standard Payment Institution license from the Monetary Authority of Singapore(MAS). Mining news One of Japan's most significant monetary companies, SBI Holdings, stated it's closing down its mining operations in Siberia, as the war in Ukraine is developing total unpredictability in the market. Based on a Bloomberg report, the relocation ties back to the sanctions troubled Russia for its intrusion of its western next-door neighbor, Ukraine.
Payments news Fintech company Ripple has actually partnered with the regional bank Travelex to bring its RippleNet On-Demand Liquidity (ODL) item to Brazil. This makes Travelex the very first bank in Latin America to use Ripple's ODL, and it is likewise the very first bank signed up and authorized to run solely in forex, stated journalism release. DeFi news Digital property custodians Copper incorporated with the Solana (SOL) blockchain to support decentralized financing ( DeFi), the business revealed. Through the combination, consumers will have the ability to engage with Solana dapps and negotiate under the security of CopperConnect's Multi-Party Computation (MPC) innovation, they included. Read More
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cladeymoore · 3 years
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Loot Project: the first community owned NFT gaming platform
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Around the Block from Coinbase Ventures sheds light on key trends in crypto. In this edition, Justin Mart and Connor Dempsey explain what Loot Project is and why it’s interesting.
Pictured below, is a Loot bag: A text file consisting of 8 phrases overlaid on a black background. As it turns out, this text file is also an NFT, “Loot Bag #748,” and it sold for 250 ETH, or about $800,000 at current prices.
So what can you do with it? Not much… for now, at least.
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Dungeons & degens
On August 27th, Dom Hoffmann, who notably co-founded Vine, introduced Loot. A project consisting of 8,000 NFTs full of words that depict “randomized adventurer gear.” Closer inspection reveals items that a character might wield in a game like Dungeons & Dragons. A Short Sword, or Divine Robe of the Fox, for instance.
While we’ve seen a lot of NFT drops over the last few months, two things set Loot apart. First, these NFTs could be claimed for free. The claimee simply had to pay the standard Ethereum gas fee. The other more obvious differentiator: these NFTs are just a bunch of words.
Despite the glaring lack of chimp or penguin art, once claimed, these plain text NFTs quickly started selling for tens of thousands of dollars. At the time of writing, $230M in Loot has changed hands.
https://medium.com/media/bcdc0eb3c6f7974f5ec960bf04ffa2a2/href
Loot NFTs under the hood
One’s knee-jerk reaction might be to dismiss Loot as just another symptom of speculative NFT fever. Loot does, however, introduce an interesting new NFT primitive. Before we get to what makes it interesting, it helps to understand a bit more about what a Loot NFT is.
Instead of just being a single provably scarce image, each of the 8 items within a given Loot bag has smart contract readable parameters. On top of that, each of the 8 items has its own rarity within the broader Loot universe.
Returning to Bag #748, while 6 of the 8 items are deemed “common”, the Short Sword and the Divine Robe of the Fox are decidedly rare. The Short Sword appears only 325 times across 8,000 Loot bags while the Divine Robe of the Fox appears only once.
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Ok, so we have NFTs with Dungeons and Dragon-ey words on them that are smart contract compatible, with some words appearing less frequently than others. So what?
A community owned gaming platform
People appear to be excited about Loot not because of what the NFTs are, but what they could be. These NFTs were released into the wild and left to the interpretation of anyone who found them interesting. Anyone can build something using Loot NFTs as a foundation.
A sound analogy comes from Avichal Garg at Electric Capital, who likens Loot with a 52 deck of cards. Where on its own, a deck of cards is just 52 pieces of paper with pictures on them. With a bit of ingenuity, it’s also the foundation for thousands of games, from Poker, to Hearts, to Crazy 8’s.
Similarly, Loot and its 8,000 NFTs can serve as the foundation of an entire gaming metaverse. The ideal end state being an entire ecosystem of games where Loot items like the Divine Robe of the Fox serve different functions: think Dungeons & Dragons in the metaverse. Whoever builds something on top of Loot NFTs can determine the function served by a given item.
By building the foundation of a game, without building a game itself, Loot leaves its fate in the hands of a decentralized community. Whether or not one thinks it will be successful, it’s an intriguing idea to many.
So what are people building?
Early Loot experiments
For one, the image I showed above ranking the rarity of Loot bag #748 comes from an application built by someone named @scotato in the Loot community. By pasting your Loot contract address into 0xinventory.app, NFT owners can see the rarity of their Loot bag (note the ranking system was also devised by the community).
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Another project called Lootmart will allow Loot holders to unbundle their Loot Bag into individual NFTs to swap items with other Loot holders, complete with AI generated images of individual items.
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Similarly, lootcharacter.com was created to generate pixelated characters based on Loot bags. Here’s Bag #748.
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A community member also spun up an ERC-20 token called Adventure Gold ($AGLD) while he was waiting at an airport. Anyone with a Loot bag could claim 10,000 $AGLD. FTX created spot and futures markets for the token and it hit a high of $7.70, meaning Loot holders were essentially gifted tokens worth $77,000 at their peak.
https://medium.com/media/ece0dcc12fd22f15eecfda930dd0f66e/href
The idea behind $AGLD is that it can serve as an in game currency woven into a game that gets built some day. But like Loot itself, its value is up for interpretation. This didn’t stop people from incorporating it into other budding Loot projects, including a Loot themed “choose your own adventure” story, where $AGLD holders can vote on the direction of the story.
In Chapter 1 of, “Holy War Lore”, $AGLD holders were allowed to vote on whether a man wearing a Divine Robe should put on a Demon King’s crown to absorb his powers (they voted that he put on the crown). In Chapter 2, the crown gets the man into trouble and there’s currently a vote on how he should handle the situation.
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These are just a few examples of what the grassroots community of Loot enthusiasts has created so far. The Loot discord reveals wide ranging discussion with distinct channels for builders, artists, writers and a whole lot more.
Creating value from chaos
To recap, Loot is interesting because it inverts the typical gaming and community development path. The Loot creator simply built the foundation of a gaming universe and threw it into the wild to see what others would do with it. And so far, it has energized a diverse community, with a host of new Loot projects in development.
This excitement, coupled with the current NFT bull market sent Loot NFTs soaring, with the cheapest Loot bag trading for $23,000 today. There are however, no guarantees that anything resembling a real game or real utility ever gets built on Loot. Owning a Loot bag is a bet on future utility, which is up to the community to build.
This is the challenge that Loot faces. Can a decentralized community channel its enthusiasm into creating inherent utility in owning a Loot bag? That utility could come from creating strategy games similar to Axie Infinity where Loot items can be used in combat, artwork and avatars exclusive to Loot owners, or from some other application yet to be cooked up.
We are just two weeks into the project, so imagination is required today, but the appeal is tangible.
The cost of entry
A key question surrounding Loot is “Why would game developers build games that incorporate Loot bags when only a select few can afford them?” Developers build games that appeal to the mass market, but the vast majority of gamers are priced out of owning a Loot bag today.
The question of incentives lies at the heart of Loot’s future. Are there answers? Yes — a few. First, game developers who build on Loot have the benefit of bootstrapping their game with a core, passionate community of Loot enthusiasts. Second, and more importantly, there may be unique ways to incorporate Loot without pricing out the majority of the market. We can take inspiration from Axie Infinity and Yield Guild Games. When Axie NFTs got too expensive for most players to afford, lending markets emerged that let players borrow the NFTs needed to play in return for a portion of the winnings from Play to Earn games. We could see the emergence of Loot DAOs that devise similar solutions. Synthetic Loot is another solution being explored. Synthetic Loot lets anyone claim a pseudo Loot bag that can’t be sold or transferred but can be used in Loot games, should a developer choose to allow it. This in theory can open the door for more players.
While many questions remain, we’re in the early stage of a radically new kind of project that’s completely inverted the typical game development model. A self organized grassroots community is now tasked with taking Loot’s foundation and building something real, with all of the tools that crypto, NFTs, and metaverse economies have to offer. The burning questions surrounding Loot’s future make it one of the most captivating experiments in crypto; one that will be fascinating to watch play out over the coming months and years.
Coinbase news
Kate Rouch Joins Coinbase as Chief Marketing Officer
Coinbase updates investment policy to increase investments in crypto assets
Coinbase secures first crypto license in Germany
Coinbase Protocol Team Advances Crypto Community
Retail
​​Binance.US Hires Ant Group Exec to Succeed Ex-CEO Brian Brooks
Robinhood announces new crypto DCA investing feature
OpenSea bug destroys $100,000 worth of NFTs, including historical ENS name
FTX strikes ambassador, equity deal with NBA star Steph Curry
El Salvador launches Chivo wallet as bitcoin becomes legal tender
You can now mint NFTs on crypto exchange FTX
Twitter testing the ability to display Bitcoin and Ethereum addresses on profiles
Institutional
FTX.US acquires crypto derivatives exchange LedgerX
Mastercard acquires CipherTrace to boost crypto security and compliance
Former CFTC Commissioner, Brian Quintenz joins a16z Crypto’s advisory team
Panama lawmaker introduces proposed crypto regulation law
Bitso Is Providing the ‘Core Service’ for El Salvador’s Chivo Bitcoin Wallet
Australia, Malaysia, Singapore and South Africa will test cross-border CBDCs
SEC Sets November Deadline for Final Decision on VanEck Bitcoin ETF
Ecosystem
Ethereum scaling solution Arbitrum launches mainnet and raises $120 million in new funding
DeFi trading platform dYdX opens access to its governance token
Liquid staking protocol Lido now supports Solana’s SOL token
Eden, priority transaction network for Ethereum, raises $17.4 million in token sale
SubQuery, indexing protocol for Polkadot ecosystem, raises $9 million in SAFT sale
SEC is investigating decentralized crypto exchange developer Uniswap Labs: Report
Tweets
Burniske on how ETH maximalists are becoming the new BTC maximalists
Avichal Garg breaks down what makes Loot so compelling
An on the ground account documenting Bitcoin Day in El Salvador
The TLDR on the growth of Axie Infinity & Yield Guild Games
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Loot Project: the first community owned NFT gaming platform was originally published in The Coinbase Blog on Medium, where people are continuing the conversation by highlighting and responding to this story.
from Money 101 https://blog.coinbase.com/loot-project-the-first-community-owned-nft-gaming-platform-125fa1d5ffa8?source=rss----c114225aeaf7---4 via http://www.rssmix.com/
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valuentumbrian · 4 years
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Roblox Goes Public, Strong Balance Sheet and Expected Free Cash Flow
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Image Source: Roblox Corporation – S-1/A SEC Filing
Executive Summary: Roblox Corporation recently went public through a direct listing on March 10, 2021. The video game platform company has an extensive growth runway with multiple avenues to further expand its business. We are impressed with its free cash flow generating abilities, pristine balance sheet, and strong growth rates of late. Roblox’s outlook for 2021 indicates its growth story is expected to continue this year in earnest. Capital appreciation seeking investors should take a deeper look at Roblox, though we caution that its co-founder, CEO, and chairman controls most of the company’s voting power.
By Callum Turcan
2021 is already shaping up to be a huge year for initial public offerings and direct listings. The video game platform company Roblox Corporation (RBLX) went public on the NYSE through a direct listing on March 10 and shares of RBLX closed that day well above the reference price of $45 per share. Roblox offers a free online platform that allows “developers” to make their own video games using the tools provided by the firm (including the tools provided by Roblox Studio), with users of Roblox able to play those games online (usually by having the user control an avatar, with the avatar engaging with the various aspects of the video game created on Roblox’s platform). Most of Roblox’s daily active users (‘DAUs’) are under the age of 13 according to the company. According to Roblox’s amended S-1 SEC filing:
An average of 37.1 million people from around the world come to Roblox every day to connect with friends. Together they play, learn, communicate, explore, and expand their friendships, all in 3D digital worlds that are entirely user-generated, built by our community of over 8 million active developers. We call this emerging category “human co-experience,” which we consider to be the new form of social interaction we envisioned back in 2004. Our platform is powered by user-generated content and draws inspiration from gaming, entertainment, social media, and even toys.
Some refer to our category as the metaverse, a term often used to describe the concept of persistent, shared, 3D virtual spaces in a virtual universe. The idea of a metaverse has been written about by futurists and science fiction authors for over 30 years. With the advent of increasingly powerful consumer computing devices, cloud computing, and high bandwidth internet connections, the concept of the metaverse is materializing.
Games developed through the Roblox platform can be played on mobile devices, consoles, and PCs. That includes the new PlayStation 5 console by Sony Corp (SNE) and the new Xbox Series X console by Microsoft Corporation (MSFT). Roblox also supports gaming on virtual reality (‘VR’) offerings, such as Facebook (FB) Oculus headset. Roblox is an interesting company, and its growth runway is extensive for reasons we will get into shortly.
Operational Overview and Growth Ambitions
Roblox benefits from the network effect as a greater user base encourages developers to build more content on its platform, and that in turn encourages existing users to stay within Roblox’s universe and new users to join in on the fun. A digital currency called “Robux” allows users to upgrade their digital avatar and acquire special in-game abilities, and most importantly, creates an avenue for Roblox and its developers to monetize content on the Roblox platform.
When someone develops a game via the Roblox platform, that developer has the option to monetize that effort via microtransactions, with revenue split between Roblox and the developer. In 2020, ‘developer exchange fees’ totaled $329 million, up sharply from $72 million in 2018. This encourages users to develop new content for Roblox’s users and helps build out the community side of the Roblox platform. Throughout Roblox’s amended S-1 SEC filing, management stresses that Roblox is much more than a video game platform company given its ability to create digital communities, which could be viewed in the realm of social media.
Roblox generates revenue by enabling microtransactions on its platform and through a subscription service called Roblox Premium (the global launch of the service was announced in September 2019). The goal of Roblox Premium goes beyond simply trying to build up recurring revenue, but to also boost user engagement of those paying users. Members of Roblox Premium get a monthly allowance of Robux, a 10% bonus when buying Robux (meaning members purchasing the digital currency as a standalone item get more of the digital currency than if they were not members), increased revenue share in the games the member developed (if relevant), and access to all the Roblox platform’s economy (buying, selling, trading in-game items).
According to its amended S-1 SEC filing, roughly 68% of Roblox’s DAUs at the end of 2020 were not in the US and Canada, though its DAUs in these two markets represented over two thirds of its bookings last year. Going forward, Roblox aims to better monetize its international user base as this part of its business is growing faster (in terms of DAU growth) than its business in the US and Canada.
Roblox sees a long growth runway in Europe, the Middle East and Africa. In particular, the firm noted it has experienced strong growth of late in Germany, France, and South Korea. Additionally, through a strategic partnership with Tencent Holdings Co (TCEHY), Roblox sees itself being well-positioned to grow the Roblox platform in China (FXI, MCHI) as well. We appreciate the geographical reach of Roblox, which has DAUs in over 180 countries.
Beyond growing its business in key geographical markets, Roblox aims to increase its user base of those who are aged 13 and older. Roblox notes that “this demographic has a higher propensity to spend on content, and our ability to increase penetration in, and user contribution from, this demographic will affect our ability to grow revenue” in its amended S-1 SEC filing and we are intrigued by the upside the firm has on this front, though it is not a given that Roblox will be successful in its endeavors. In 2020, growth in Roblox’s DAUs aged 17-24 outpaced growth seen at its DAUs who are less than 13 years old.
Roblox is also considering expanding into the realm of “entertainment, learning and business markets” as its “developers will be able to build and host virtual concerts, classrooms, meetings and conferences on Roblox” as new updates are pushed out. Expanding its geographical presence outside of North America, appealing to a wider user base, and potentially launching into new digital realms (such as telecommunications and live event hosting) underpin Roblox’s promising long-term growth runway.
Impressive Free Cash Flow Generating Abilities
As with many tech companies that have recently gone public, Roblox continues to operate at a GAAP operating loss but its ability to generate free cash flow continues to impress. From 2018 to 2019, Roblox’s GAAP revenues grew by 56% while its operating expenses surged by 42%, resulting in only a minor reduction in its GAAP operating loss during this period.
Roblox’s strong revenue growth continued into 2020, when its GAAP revenues jumped higher by 82% year-over-year, though its operating loss swelled during this period due to expenses related to its direct listing and other factors. At the end of 2019, Roblox had about 360 full-time employees which surged to roughly 960 full-time employees at the end of last year (alongside over 2,300 “trust & safety agents” around the world).
While Roblox has been running at a GAAP operating loss, the company remains comfortably free cash flow positive. Roblox generated positive annual free cash flow each year from 2018 to 2020, generating over $0.4 billion in free cash flow in 2020 (up many-fold from 2019 levels). The company’s cash flow profile is impressive.
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Image Shown: Roblox posted positive annual free cash flows every year from 2018 to 2020. Image Source: Roblox – S-1/A SEC Filing
Roblox provided guidance for 2021 on March 2 that called for the firm to post $1.44-$1.515 billion in revenue this year, representing 56%-64% year-over-year growth. Roblox aims to grow its daily active user (‘DAUs’) base by 6%-12% this year versus 2020 levels, indicating a significant part of its revenue growth story involves better monetizing its existing user base. The company expects to record $2.0-$2.125 billion in bookings in 2021, representing 6%-13% year-over-year growth.
Due in part to the surge in demand for video games during the coronavirus (‘COVID-19’) pandemic, with many primary school-aged children forced to seek indoor entertainment, Roblox expects its ‘hours engaged’ to be broadly flat (+/- 3% year-over-year) in 2021, though that is impressive performance given that its hours engaged metric more than doubled in 2020 (after growing by 45% annually in 2019).
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Image Shown: Roblox’s user base is growing, seen through sharp increases in its DAUs over the past couple of years, and is becoming increasingly engaged, seen through the sharp increases in hours engaged over the past few years. Image Source: Roblox – S-1/A SEC Filing
Roblox’s GAAP margins are impressive, standing at 74.0% in 2020, though its ‘developer exchange fees’ and ‘infrastructure and trust & safety’ line-item operating expenses represent essential aspects of its business as well. Please note that the depreciation expense associated with servers and infrastructure equipment is included within the infrastructure and trust & safety line-item and not the ‘cost of revenue’ line-item located on Roblox’s income statements.
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Image Shown: Roblox’s gross margins are rock-solid. Image Source: Roblox – S-1/A SEC Filing
Sometime in the future, Roblox will need to lift its foot off the gas pedal as it concerns its operating expense growth, specifically growth related to its growing headcount (some of Roblox’s operating expense growth is a direct product of its revenue growth). However, Roblox exited 2020 with a pristine balance sheet and remains comfortably free cash flow positive, giving the firm ample financial firepower to continue growing its business. At the end of last year, Roblox had $0.9 billion in cash and cash equivalents on hand with no debt on the books.
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Image Shown: Roblox had a pristine balance sheet at the end of 2020. Image Source: Roblox – S-1/A SEC Filing
Roblox expects to post $0.32-$0.34 billion in net operating cash flow this year, down from 2020 levels though its 2021 guidance factors in special items related to its direct listing. The company’s cash flow generating abilities are impressive. There is a level of seasonality, as Roblox generated 34% of its annual revenues in the fourth quarter of 2020 (up from 29% in the fourth quarter of 2018). Please note this means Roblox’s financial performance is dependent in part on the firm doing a solid job capitalizing on elevated consumer spending during the holiday shopping season primarily in Western countries.
Valuation Analysis
Roblox is one difficult company to value, but we believe that the universal framework for calculating the value of an entity is the discounted cash-flow process (enterprise valuation). The framework rests in calculating the net cash position on the balance sheet and adds that to the present value of the future free cash flows one expects the company to deliver to investors over the long run. You can read about how to value a stock with respect to enterprise valuation in the book Value Trap: Theory of Universal Valuation.
The first place to start with respect to Roblox's valuation is to subtract the company's convertible preferred stock balance from its net cash position. This results in a valuation foundation of ~$550 million in equity, but we still have to value the company's future expected free cash flow stream, which is by far the most important part of the equation.
Roblox's free cash flow has just started to explode, with the firm hauling in $411 million during fiscal 2020 alone. In light of the company's strong expected revenue growth and bookings growth expectations, deferred revenue should be expected to swell meaningfully on the cash flow statement, driving operating cash flow significantly higher in coming years, while capital spending may grow more modestly, driving huge expected increases in free cash flow generation.
Though Roblox may experience some cash flow pressure in 2021 based on management guidance, on a mid-cycle normalized basis (about 5-7 years out), $1.5-$3 billion in free cash flow seems achievable. After all, Roblox is already generating north of $400 million in free cash flow on an annualized basis (as it did in 2020)--but it's still expecting to grow its top line at a breakneck 56%-64% pace for 2021! We would expect some earnings leverage to eventually kick in and capital spending requirements seem less intensive than the average firm.
Putting its valuation together, using a conservative 10% cost of capital (which may be high in today's environment), we could see Roblox fetch a valuation of ~$43 billion {[$3 billion/[.1-.03] + $550 million} on the basis of a growing perpetuity with a 3% growth rate and in light of its healthy cash position on the books. The company's market capitalization is just shy of $40 billion at the moment, and our scenario may approximate what the market is anticipating, but investors should remain cautious. Our valuation of Roblox is very sensitive to normalized free cash flow expectations as well as the discount rate we apply.
For example, if we were to use a 8% cost of capital, which some may argue is more appropriate in light of all-time low (but rising) interest rates, an equity valuation north of $60 billion may be more appropriate, revealing meaningful upside potential. However, if we were to use a 10% cost of capital and $1.5 billion as our mid-cycle free-cash-flow assumption, then its equity value would come in at ~$22 billion, well below where shares are trading today. In any case, the future direction of interest rates and Roblox's free cash flow trajectory will play a big role in the future direction of its equity price.
Management and Ownership Analysis
Back in 2004, David Baszucki and the late Erik Cassel founded Roblox. As CEO, chairman and co-founder of Roblox, Mr. Baszucki has an outsize say over the decisions of the company as he had control over 70% of Roblox’s voting power as of January 15, 2021, due to his ownership of all Roblox’s Class B stock. Shares of Roblox’s Class A stock trade on the NYSE.
Dual class structures are common for companies run by their founders and are not inherently terrible (they may not be good for outside investors but are not necessarily detrimental to the success of the company), though investors need to have a significant amount of faith in the firm’s founder(s) to make the right decisions.
Concluding Thoughts
We appreciate Roblox’s pristine balance sheet, ability to generate sizable free cash flows, and its promising growth trajectory. The company should be able to put itself in a position to generate positive GAAP operating income in the medium term, though Roblox will likely continue to scale up its business for the time being given its long growth runway.
In its amended S-1 SEC filing, Roblox notes that “to support and grow (its) business, (it) intend(s) to increase (its) headcount for the foreseeable future” which is a reasonable move, in our view. Roblox’s growth story is intriguing, though we caution that the fair value estimate range for RBLX is enormous. Shares of Roblox will likely experience volatile trading activity going forward as investors await the firm’s first quarterly earnings report as a publicly-traded enterprise.
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marco42james · 6 years
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How to Teach AI in the Classroom
From the Cool Cat Teacher Blog by Vicki Davis
Follow @coolcatteacher on Twitter
Michelle Zimmerman, author of Teaching AI: Exploring New Frontiers for Learning, talks about Artificial Intelligence and what we should be teaching kids in our classrooms today.
Today’s Sponsor: Metaverse is a powerful augmented reality app. They have a new classroom management tool called Collections. These let the teacher:
View all student experiences in one place
Edit and View Experiences in one place
Share Student Experiences as a group
Metaverse is free for teachers and students to create as many AR experiences as you want. The new classroom management features in Metaverse are free to try with promo code ARforEDU. You can use these features after your free trial for a $7 a month fee. My students are making apps in Metaverse. Try it out today!
Listen to Michelle Zimmerman on the 10-Minute Teacher Podcast
//html5-player.libsyn.com/embed/episode/id/8729165/height/90/theme/custom/thumbnail/yes/direction/backward/render-playlist/no/custom-color/2d568f/
Listen to the show on iTunes or Stitcher
Stream by clicking here.
Michelle Zimmerman’s Bio as Submitted
Michelle Zimmerman, author of “Teaching AI:Teaching AI: Exploring New Frontiers for Learning” received her Ph.D. in Learning Sciences and Human Development from the University of Washington.
As a Microsoft Innovative Educator Expert, she is a third year Microsoft MVP for global impact. With 18 years in the classroom (PreK-10th), her students gained international recognition through global school visits hosting Ministries of Education and Delegates at Renton Prep from over 16 countries including China, Pakistan, Serbia, UK, Japan, and South Africa. She co-designed Renton Prep and is part of the leadership team.
Renton Prep has won multiple awards including FETC STEM Excellence. She and her students have presented at educational technology conferences nationally and internationally, such as Macmillan and Scientific American STEM Summit at New York Academy of Medicine and New York Academy of Sciences, SXSWEdu, ISTE, FETC, NCCE, TCEA, iNACOL, American Education Research Association, CARNET in Croatia and BETT in London. She is published in Springer’s International Human-Computer Interaction Series and press such as VentureBeat and Vecernji list in Croatia.
Disclosure of Material Connection: This is a “sponsored podcast episode.” The company who sponsored it compensated me via cash payment, gift, or something else of value to include a reference to their product. Regardless, I only recommend products or services I believe will be good for my readers and are from companies I can recommend. I am disclosing this in accordance with the Federal Trade Commission’s 16 CFR, Part 255: “Guides Concerning the Use of Endorsements and Testimonials in Advertising.”
e
The post How to Teach AI in the Classroom appeared first on Cool Cat Teacher Blog by Vicki Davis @coolcatteacher helping educators be excellent every day. Meow!
from Cool Cat Teacher BlogCool Cat Teacher Blog https://www.coolcatteacher.com/how-to-teach-ai-in-the-classroom/
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mobiloitteptyltd · 9 months
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DevOps, and Cloud in South Africa with Mobiloitte
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Cloud technology with Mobiloitte, a leading software development company in South Africa. We offer a comprehensive suite of services to help businesses of all sizes leverage the transformative potential of these technologies.
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growthvue · 6 years
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How to Teach AI in the Classroom
From the Cool Cat Teacher Blog by Vicki Davis
Follow @coolcatteacher on Twitter
Michelle Zimmerman, author of Teaching AI: Exploring New Frontiers for Learning, talks about Artificial Intelligence and what we should be teaching kids in our classrooms today.
Today’s Sponsor: Metaverse is a powerful augmented reality app. They have a new classroom management tool called Collections. These let the teacher:
View all student experiences in one place
Edit and View Experiences in one place
Share Student Experiences as a group
Metaverse is free for teachers and students to create as many AR experiences as you want. The new classroom management features in Metaverse are free to try with promo code ARforEDU. You can use these features after your free trial for a $7 a month fee. My students are making apps in Metaverse. Try it out today!
Listen to Michelle Zimmerman on the 10-Minute Teacher Podcast
Listen to the show on iTunes or Stitcher
Stream by clicking here.
Michelle Zimmerman’s Bio as Submitted
Michelle Zimmerman, author of “Teaching AI:Teaching AI: Exploring New Frontiers for Learning” received her Ph.D. in Learning Sciences and Human Development from the University of Washington.
As a Microsoft Innovative Educator Expert, she is a third year Microsoft MVP for global impact. With 18 years in the classroom (PreK-10th), her students gained international recognition through global school visits hosting Ministries of Education and Delegates at Renton Prep from over 16 countries including China, Pakistan, Serbia, UK, Japan, and South Africa. She co-designed Renton Prep and is part of the leadership team.
Renton Prep has won multiple awards including FETC STEM Excellence. She and her students have presented at educational technology conferences nationally and internationally, such as Macmillan and Scientific American STEM Summit at New York Academy of Medicine and New York Academy of Sciences, SXSWEdu, ISTE, FETC, NCCE, TCEA, iNACOL, American Education Research Association, CARNET in Croatia and BETT in London. She is published in Springer’s International Human-Computer Interaction Series and press such as VentureBeat and Vecernji list in Croatia.
Disclosure of Material Connection: This is a “sponsored podcast episode.” The company who sponsored it compensated me via cash payment, gift, or something else of value to include a reference to their product. Regardless, I only recommend products or services I believe will be good for my readers and are from companies I can recommend. I am disclosing this in accordance with the Federal Trade Commission’s 16 CFR, Part 255: “Guides Concerning the Use of Endorsements and Testimonials in Advertising.”
e
The post How to Teach AI in the Classroom appeared first on Cool Cat Teacher Blog by Vicki Davis @coolcatteacher helping educators be excellent every day. Meow!
How to Teach AI in the Classroom published first on https://getnewdlbusiness.tumblr.com/
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themarketinsights · 10 months
Text
Dress Up Game Market to see Booming Business Sentiments
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succeedly · 6 years
Text
How to Teach AI in the Classroom
From the Cool Cat Teacher Blog by Vicki Davis
Follow @coolcatteacher on Twitter
Michelle Zimmerman, author of Teaching AI: Exploring New Frontiers for Learning, talks about Artificial Intelligence and what we should be teaching kids in our classrooms today.
Today’s Sponsor: Metaverse is a powerful augmented reality app. They have a new classroom management tool called Collections. These let the teacher:
View all student experiences in one place
Edit and View Experiences in one place
Share Student Experiences as a group
Metaverse is free for teachers and students to create as many AR experiences as you want. The new classroom management features in Metaverse are free to try with promo code ARforEDU. You can use these features after your free trial for a $7 a month fee. My students are making apps in Metaverse. Try it out today!
Listen to Michelle Zimmerman on the 10-Minute Teacher Podcast
Listen to the show on iTunes or Stitcher
Stream by clicking here.
Michelle Zimmerman’s Bio as Submitted
Michelle Zimmerman, author of “Teaching AI:Teaching AI: Exploring New Frontiers for Learning” received her Ph.D. in Learning Sciences and Human Development from the University of Washington.
As a Microsoft Innovative Educator Expert, she is a third year Microsoft MVP for global impact. With 18 years in the classroom (PreK-10th), her students gained international recognition through global school visits hosting Ministries of Education and Delegates at Renton Prep from over 16 countries including China, Pakistan, Serbia, UK, Japan, and South Africa. She co-designed Renton Prep and is part of the leadership team.
Renton Prep has won multiple awards including FETC STEM Excellence. She and her students have presented at educational technology conferences nationally and internationally, such as Macmillan and Scientific American STEM Summit at New York Academy of Medicine and New York Academy of Sciences, SXSWEdu, ISTE, FETC, NCCE, TCEA, iNACOL, American Education Research Association, CARNET in Croatia and BETT in London. She is published in Springer’s International Human-Computer Interaction Series and press such as VentureBeat and Vecernji list in Croatia.
Disclosure of Material Connection: This is a “sponsored podcast episode.” The company who sponsored it compensated me via cash payment, gift, or something else of value to include a reference to their product. Regardless, I only recommend products or services I believe will be good for my readers and are from companies I can recommend. I am disclosing this in accordance with the Federal Trade Commission’s 16 CFR, Part 255: “Guides Concerning the Use of Endorsements and Testimonials in Advertising.”
e
The post How to Teach AI in the Classroom appeared first on Cool Cat Teacher Blog by Vicki Davis @coolcatteacher helping educators be excellent every day. Meow!
How to Teach AI in the Classroom published first on https://getnewcourse.tumblr.com/
0 notes
strivesy · 6 years
Text
How to Teach AI in the Classroom
From the Cool Cat Teacher Blog by Vicki Davis
Follow @coolcatteacher on Twitter
Michelle Zimmerman, author of Teaching AI: Exploring New Frontiers for Learning, talks about Artificial Intelligence and what we should be teaching kids in our classrooms today.
Today’s Sponsor: Metaverse is a powerful augmented reality app. They have a new classroom management tool called Collections. These let the teacher:
View all student experiences in one place
Edit and View Experiences in one place
Share Student Experiences as a group
Metaverse is free for teachers and students to create as many AR experiences as you want. The new classroom management features in Metaverse are free to try with promo code ARforEDU. You can use these features after your free trial for a $7 a month fee. My students are making apps in Metaverse. Try it out today!
Listen to Michelle Zimmerman on the 10-Minute Teacher Podcast
Listen to the show on iTunes or Stitcher
Stream by clicking here.
Michelle Zimmerman’s Bio as Submitted
Michelle Zimmerman, author of “Teaching AI:Teaching AI: Exploring New Frontiers for Learning” received her Ph.D. in Learning Sciences and Human Development from the University of Washington.
As a Microsoft Innovative Educator Expert, she is a third year Microsoft MVP for global impact. With 18 years in the classroom (PreK-10th), her students gained international recognition through global school visits hosting Ministries of Education and Delegates at Renton Prep from over 16 countries including China, Pakistan, Serbia, UK, Japan, and South Africa. She co-designed Renton Prep and is part of the leadership team.
Renton Prep has won multiple awards including FETC STEM Excellence. She and her students have presented at educational technology conferences nationally and internationally, such as Macmillan and Scientific American STEM Summit at New York Academy of Medicine and New York Academy of Sciences, SXSWEdu, ISTE, FETC, NCCE, TCEA, iNACOL, American Education Research Association, CARNET in Croatia and BETT in London. She is published in Springer’s International Human-Computer Interaction Series and press such as VentureBeat and Vecernji list in Croatia.
Disclosure of Material Connection: This is a “sponsored podcast episode.” The company who sponsored it compensated me via cash payment, gift, or something else of value to include a reference to their product. Regardless, I only recommend products or services I believe will be good for my readers and are from companies I can recommend. I am disclosing this in accordance with the Federal Trade Commission’s 16 CFR, Part 255: “Guides Concerning the Use of Endorsements and Testimonials in Advertising.”
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The post How to Teach AI in the Classroom appeared first on Cool Cat Teacher Blog by Vicki Davis @coolcatteacher helping educators be excellent every day. Meow!
How to Teach AI in the Classroom published first on https://medium.com/@seminarsacademy
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ralph31ortiz · 6 years
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How to Teach AI in the Classroom
From the Cool Cat Teacher Blog by Vicki Davis
Follow @coolcatteacher on Twitter
Michelle Zimmerman, author of Teaching AI: Exploring New Frontiers for Learning, talks about Artificial Intelligence and what we should be teaching kids in our classrooms today.
Today’s Sponsor: Metaverse is a powerful augmented reality app. They have a new classroom management tool called Collections. These let the teacher:
View all student experiences in one place
Edit and View Experiences in one place
Share Student Experiences as a group
Metaverse is free for teachers and students to create as many AR experiences as you want. The new classroom management features in Metaverse are free to try with promo code ARforEDU. You can use these features after your free trial for a $7 a month fee. My students are making apps in Metaverse. Try it out today!
Listen to Michelle Zimmerman on the 10-Minute Teacher Podcast
Listen to the show on iTunes or Stitcher
Stream by clicking here.
Michelle Zimmerman’s Bio as Submitted
Michelle Zimmerman, author of “Teaching AI:Teaching AI: Exploring New Frontiers for Learning” received her Ph.D. in Learning Sciences and Human Development from the University of Washington.
As a Microsoft Innovative Educator Expert, she is a third year Microsoft MVP for global impact. With 18 years in the classroom (PreK-10th), her students gained international recognition through global school visits hosting Ministries of Education and Delegates at Renton Prep from over 16 countries including China, Pakistan, Serbia, UK, Japan, and South Africa. She co-designed Renton Prep and is part of the leadership team.
Renton Prep has won multiple awards including FETC STEM Excellence. She and her students have presented at educational technology conferences nationally and internationally, such as Macmillan and Scientific American STEM Summit at New York Academy of Medicine and New York Academy of Sciences, SXSWEdu, ISTE, FETC, NCCE, TCEA, iNACOL, American Education Research Association, CARNET in Croatia and BETT in London. She is published in Springer’s International Human-Computer Interaction Series and press such as VentureBeat and Vecernji list in Croatia.
Disclosure of Material Connection: This is a “sponsored podcast episode.” The company who sponsored it compensated me via cash payment, gift, or something else of value to include a reference to their product. Regardless, I only recommend products or services I believe will be good for my readers and are from companies I can recommend. I am disclosing this in accordance with the Federal Trade Commission’s 16 CFR, Part 255: “Guides Concerning the Use of Endorsements and Testimonials in Advertising.”
e
The post How to Teach AI in the Classroom appeared first on Cool Cat Teacher Blog by Vicki Davis @coolcatteacher helping educators be excellent every day. Meow!
from Cool Cat Teacher BlogCool Cat Teacher Blog https://www.coolcatteacher.com/how-to-teach-ai-in-the-classroom/
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