#superdata
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supersystems0 · 1 year ago
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necronatural · 7 months ago
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Why the fuck would you assume a research field that has been chugging along for like 60 years would not maintain libraries of public domain voice data.
It is, in fact, a very interesting topic! Voice rendering research has been overwhelmingly dominated by English and Japanese speakers, so these are the largest data pools. Because these are sourced from donations, it's full of wildly disparate recording environments with wildly disparate speech quality. FirstVoices has volunteer audios specifically recorded for FirstVoices that has that same recording jank.
So Vocaloid as software directly has its roots in this research, which is why it's historically been full of weird obsessive nerds. At no point has anyone with a modicum of common fucking sense went "modern TTS voices are evil fucking AI slop and you're a bootlicker if you use it" because we have brains and are aware of this long history of voice synthesis development. We can assume this is the natural evolution of technology, using resources accrued over a massive amount of time, and unrelated to the devastating escalation capitalist interest is imposing on computer learning in the current era.
If you gave a fuck, you'd be asking 'how has capitalism pissed in your pool'? Well. I actually put universities as the provider in this photoset specifically because they do in fact be pissing; after the AI boom, groups would collect/record data and sell this for a galling amount of money.
It's obvious the profit-seeking of data distribution would lean to swaths of stolen data, and also obvious business techbros trying to leapfrog off the AI bubble are going to buy whatever is on offer to get a competitive product out, and that big conglomerates like Google or Microsoft are motivated to make Superdata packs to crowd out the market, because capitalism. Swear on my life services like Character.AI have got to be stuffed sick with gluts of stolen audio. However, I'm talking about Synthesizer V, a program that long predates the AI boom and is headed by its own programmer. Cevio/Voisona and Vocaloid are similarly software that predates that boom. We can assume... I am not talking about AI profiteering here!
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A lot of people try to explain this without knowing anything about how voice synthesis works, so here's my breakdown on No, Hatsune Miku Is Not AI, And No, AI Voice Synthesis Is Not Bad.
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theclubhero-blog · 3 months ago
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Admita: é quase impossível jogar um jogo por vez
Por Vinicius Torres Oliveira
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Diversos fatores impedem as pessoas de se concentrar por várias horas em apenas um game
No universo dos games, o hábito de se dedicar a um único título perdeu espaço. A combinação de uma oferta gigantesca de jogos, o tempo limitado dos jogadores e a busca por estímulos variados transformou a experiência gamer em um exercício de multitarefa.
Dados do mercado, estudos científicos e relatos de jogadores revelam como essa dinâmica se consolidou, desafiando a ideia de exclusividade no consumo de jogos eletrônicos.
Um dilúvio de jogos no mercado
O mercado de games vive uma era de abundância. A Newzoo estima que a indústria global ultrapassou US$ 200 bilhões em receita em 2024, com mais de 2,5 milhões de títulos disponíveis em plataformas como Steam, PS Store, Xbox Store e lojas mobile.
No Brasil, a Pesquisa Game Brasil (PGB) 2023 mostrou que 73,4% da população joga algum tipo de game, o que equivale a 154 milhões de pessoas, segundo projeções baseadas nos dados do IBGE.
Serviços como o Xbox Game Pass e o PS Plus amplificam essa oferta. Com assinaturas que dão acesso a centenas de jogos por mês, o jogador médio na Steam, por exemplo, possui 15 títulos na biblioteca, mas conclui apenas 20% deles, conforme relatório da Valve.
Talvez essa seja a maior ironia do mercado atual: nunca tivemos tanto para jogar, mas tão pouco incentivo para ir até o fim.
O segmento mobile também contribui para o volume. Pesquisas da Sensor Tower indicam que, em 2023, mais de 80 mil novos jogos foram lançados apenas na Google Play Store. Essa avalanche de títulos casuais, muitas vezes gratuitos, compete diretamente com produções AAA, fragmentando ainda mais a atenção dos jogadores.
Na prática, o mobile transformou os games em um passatempo de bolso, mas também em uma distração que raramente pede compromisso.
O relógio contra os gamers
O tempo disponível para jogar é um obstáculo claro. Nos Estados Unidos, a Entertainment Software Association (ESA) apontou em 2024 que o jogador médio dedica 12 horas semanais aos games.
No Brasil, a PGB 2023 registra uma média menor, de 8 horas, influenciada por rotinas de trabalho e estudo. Com uma semana de 168 horas, esse número representa menos de 5% do tempo total.
Outras atividades disputam esse recurso escasso. Um estudo da Universidade de São Paulo (USP) de 2022 revelou que 62% dos jovens brasileiros conciliam games com redes sociais e streaming, reduzindo o foco em experiências mais longas. A verdade é que o tempo virou um luxo que os gamers simplesmente não têm.
A indústria agrava a situação com lançamentos constantes. Em 2025, por exemplo, títulos como Monster Hunter Wilds, Split Fiction e Kingdom Come Deliverance 2 vêm disputando a atenção, com alguns deles levando dezenas de horas de gameplay.
Essa agenda intensa força os jogadores a priorizar algo, muitas vezes abandonando títulos em andamento para não ficarem fora do hype. Fica a sensação de que, se você não acompanha o ritmo, está automaticamente atrasado.
O ritual da multitarefa
A alternância entre jogos virou padrão. Dados da Nielsen SuperData de 2023 mostram que 68% dos gamers jogam pelo menos três títulos por semana.
Gêneros distintos atendem a necessidades diferentes: Fortnite para socializar, Stardew Valley para relaxar e Baldur’s Gate 3 para mergulhar em uma narrativa.
Jogos como serviço, como Destiny 2 e Genshin Impact, reforçam essa tendência com recompensas diárias e temporadas. Uma pesquisa da GDC (Game Developers Conference) de 2024 indica que 45% dos jogadores ativos nesses títulos acessam mais de um por dia para cumprir tarefas. Isso cria um ciclo de engajamento que dificulta a dedicação exclusiva.
Parece que os jogos modernos não querem que você os termine, mas que viva neles indefinidamente.
A pressão de amigos e comunidades online também pesa. A PGB 2023 confirma que 54% dos brasileiros jogam para interagir socialmente, o que incentiva o uso de múltiplos títulos em paralelo.
O cérebro no limite A ciência já investiga os impactos dessa rotina. Um estudo do Journal of Cyberpsychology, Behavior, and Social Networking (2023) constatou que alternar jogos eleva os níveis de dopamina, mas também aumenta o cortisol, hormônio do estresse, em 22% dos participantes que se sentiam sobrecarregados.
No Brasil, a USP identificou em 2022 que 28,1% dos adolescentes apresentam sinais de uso problemático de games. Embora nem todos cheguem ao Transtorno de Jogo pela Internet (TJI), a fragmentação entre títulos pode intensificar a sensação de ansiedade.
Talvez o maior risco esteja em confundir diversão com obrigação.
Mas nem tudo é negativo. Pesquisas da Universidade de Rochester (EUA) sugerem que jogadores multitarefa desenvolvem maior flexibilidade cognitiva. Testes de 2010 mostraram que esses indivíduos resolvem problemas 15% mais rápido que não-jogadores, um benefício ligado à capacidade de alternar contextos rapidamente.
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tuttoinunclick · 4 months ago
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Nintendo Switch 2: il prezzo potrebbe essere più alto di 50$ rispetto a Switch OLED
Le voci sulla Nintendo Switch 2 si fanno sempre più insistenti, e una delle questioni più dibattute riguarda il prezzo. Secondo l’analista Joost van Dreunen, co-fondatore di SuperData Research, la nuova console potrebbe costare 50 dollari in più rispetto al modello Switch OLED. Un prezzo in linea con le aspettative? Attualmente, Nintendo Switch OLED ha un prezzo di listino di 349,99 dollari. Un…
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xcornman · 7 months ago
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電子遊戲產業專家分析稱 育碧明年將被分割重組
電子遊戲產業專家、前SuperData分析公司創始人Joost van Dreunen認為,遊戲公司育碧可能會在2025年私有化,並計劃採取保護性措施以防止收購失敗,,這可能導致公司逐步拆分和重組。 在經歷了一系列失敗的遊戲、多年爭議、頻繁的管理失誤後,育碧目前處境可以說是相當的糟糕不佳。據悉,該公司正考慮與合作夥伴合作,回購所有剩餘股份並將公司私有化,以防止因股價大跌被惡意收購。騰訊是潛在合作夥伴之一,尤其因為其在育碧和其主要股東——由Guillemot家族控制的Guillemot兄弟公司中擁有重要股份,後者49.9%的股份由騰訊持有。 根據最新報道,育碧的股東目前正在參與討論,這表明相關計劃可能會在未來幾個月內實施。Joost van Dreunen認為,這家法國發行商可能會透過私有化的方式運作,同時逐步出售其部分資產。 Joost van Dreunen…
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weownthenitenyc · 1 year ago
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Kiko and Étienne De Crécy Unleash 'Superdata'
Revealing the third mega collaboration from his forthcoming Digital Family album, French Touch artist and industry mainstay Kiko joins forces with legendary French producer Étienne De Crécy for their festival anthem, Superdata.  Stream / Purchase: Kiko, Étienne De Crecy – Superdata Setting an industrial soundscape from the very first beat, the producers call upon heavy percussion, striking…
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74fdc · 2 years ago
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Footwear to Piggyback Video Games?
Maybe it's less obvious to non video game players, but the gaming industry is now making more money than the music and movie industries combined. According to a report by SuperData Research, the global gaming market was valued at $159.3 billion in 2020. This includes revenue from console games, PC games, mobile games, and esports.
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bangdisocute-blog · 6 years ago
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SuperData: Digital video games grew 12% to $113.four billion in 2018; Fortnite earned $2.four billion
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Digital video games grew 12 % to $113.four billion worldwide in 2018, pushed by Epic Video games’ big free-to-play battle royale recreation Fortnite, which itself generated $2.four billion within the 12 months, based on market researcher SuperData, a division of Nielsen. Worldwide digital video games are anticipated to hit $118.2 billion in 2019. The corporate’s annual report stated that the viewers for viewing online game content material on-line reached 850 million distinctive viewers in 2018, and one streamer, Tyler “Ninja” Blevins, generated 218 million hours watched because the No. 1 streamer on Twitch, SuperData stated. Cell video games led the best way in 2018 with $61.three billion in revenues, in contrast with $35.7 billion on the PC and $12.7 billion on recreation consoles. Inside PC video games, $16.7 billion of the income was free-to-play, $7.5 billion was social, whereas $7.6 billion was premium and $four.2 billion was pay-to-play. Inside console video games, $10.9 billion was free-to-play and $2.2 billion was premium. In the meantime, SuperData stated that share of immersive expertise income coming from augmented and blended actuality (AR/MR) grew from 27 % to 35 % in 2018. AR and VR are anticipated to develop to $11.9 billion in 2019, up from $6.6 billion in 2018. Fortnite generated essentially the most annual income of any recreation in historical past and popularized online game viewing amongst mainstream audiences. However Asia was robust, with seven of the highest 10 video games in 2018 and 54 % of general free-to-play income. Above: Digital gaming grew 12 % in 2018.Picture Credit score: SuperData Free-to-play titles amassed 80 % of digital video games income in 2018, however premium video games nonetheless carried out nicely in Western markets. Asian cell video games, led by Honour of Kings from Tencent, helped the area earn 62 % of worldwide free-to-play income, whereas North America and Europe generated 80 % of premium video games income. Purple Useless Redemption 2 earned $732 million in the course of the 12 months, an enormous accomplishment since went on sale on October 26. General, premium video games grew 14 % to $17.6 billion in 2018. The title is predicted to proceed including to the market in 2019 by additional monetization of its multiplayer mode, Purple Useless On-line. Above: High premium PC and console video games in 2018.Picture Credit score: SuperData In the meantime, interactive media generated $5.2 billion in recreation viewing content material, as viewership crossed 850 million viewers. Twitch had a smaller viewers than YouTube (183 million versus 594 million), however it generated extra income since Twitch attracts extra devoted viewers who spend on to assist their favourite creators. Donations and channel subscriptions accounted for 32 % of video income on Twitch in comparison with solely 9 % on YouTube. Above: High free-to-play video games in 2018.Picture Credit score: SuperData Esports generated $1.2 billion in income. Augmented actuality, blended actuality, and digital actuality income rose from $four.four billion for and software program in 2017 to $6.6 billion in 2018. Oculus Go and different standalone gadgets appealed to on a regular basis shoppers at the same time as shipments of PCs and cell headsets like Samsung Gear VR contracted. SuperData predicts that extra video games are set to go multiplatform in 2019 whereas shoppers will count on to have entry to the identical video games throughout PC, cell and console. That being stated, competitors amongst storefronts means publishers and builders will obtain a larger share of the $38.three billion spent on PC video games. Lastly, enhancements in web infrastructure will clear cloud gaming for takeoff and a continued rollout of 5G networks can even increase the place and when customers can play video games within the cloud. Read the full article
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videogamingnews · 4 years ago
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Superdata Gaming goes down – Nielsen has decided.
In a surprise move, Nielsen has decided to shut down the SuperData gaming division. This decision is an apparent admission of Nielsen Company not achieving expected goals related to Super Data.
Gaming & Esports
Things didn’t quite work out as expected as well as intended for Super Data which resulted in its closure. Nielsen further added that its games-related services will now become an additional feature of Nielsen Sports instead of a standalone and independent entity.
SuperData Research was acquired by Nielsen in 2018 and was supposed to enhance offerings from its pre-existing Nielsen Gaming and Nielsen Esports products. The scope of SuperData was promising as it tracked and researched more than 160 million video game players worldwide. Moreover, its clientage could have easily included esports leagues, teams, and more in the video game space.
However, Nielsen informed its clients and staff that SuperData is closing. In a statement to SBJ, it said, “We have decided to wind down SuperData business operations,” the statement said. “Our focus going forward will be to deliver games-related services and insights as added features and capabilities to core Nielsen Sports products and services.”
As of yet, it is not clear that how many people were employed in the department and will get effected. Only time will tell that how many will stay on board and how many will get downsized. Moreover, the company also didn’t share any details about the reasons for closure.
However, esports industry executives and experts are of the view that the gaming data space contains fierce competition and is pretty crowded. On the contrary, the esports industry couldn’t scale much due to the ongoing global pandemic.
Other big names in the gaming research space are Newzoo and Stream Hatchet.
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Nielsen Report: The Most Anticipated Games in this Fall 2020
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Worldwide XR Game Revenues Report Q3 of 2020
Worldwide XR Revenues Report Q3 2020 is in! Some interesting insights in a report recently published by SuperData about the revenue generated by XR worldwide in Q3 of 2020. Let’s dig into the report and crunch some numbers, shall we?
November 1, 2020
In "XR Game Revenues"
Digital Games Earned $11.5b in November 2020
December 27, 2020
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TAGS:
NIELSEN, SUPERDATA
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gaming-grounds-de · 4 years ago
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Oculus Quest 2: VR Headset über 1 Million mal verkauft
Die Oculus Quest 2 verzeichnete im vierten Quartal 2020 erstaunliche Verkaufszahlen. #oculus #quest #quest2 #oculusquest
Die Marktanalysten von Superdata haben kürzlich ihren neuen XR Report veröffentlicht. Dieser beschäftigt sich unter anderem mit den Verkaufszahlen im Bereich des VR-Gamings. Betrachtet wurde das vierte Quartal 2020. Das ist insofern spannend, als nun erstmals auch das neue VR-Headset von Facebook mit in die Statistiken einbezogen wird: Die Rede ist natürlich von der Oculus Quest 2. Im Oktober…
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elmundotech · 4 years ago
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Superdata: Cyberpunk 2077 tuvo el mayor lanzamiento de juegos digitales de todos los tiempos
#Superdata: #Cyberpunk2077 tuvo el mayor lanzamiento de #juegosdigitales de todos los tiempos - #CDProjekt #videojuegos #elmundotech
Según Superdata, una empresa de investigación de Nielsen, Cyberpunk 2077 tuvo el mayor lanzamiento de juegos digitales de todos los tiempos en diciembre de 2020. La información, basada en los ingresos digitales y las unidades digitales vendidas, afirma que Cyberpunk 2077 vendió más de 10,2 millones de copias. El monto estimado incluye copias digitales que fueron reembolsadas. Sin embargo, los…
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miketendo-64 · 4 years ago
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Among Us Sales On Switch Reported To Have Reached 3.2 Million
Among Us Sales On Switch Reported To Have Reached 3.2 Million
Among Us went from being a game no one knew about to a worldwide phenomenon. It first released back in June 2018 for iOS & Android and almost withered out of existence. It saw new life in 2020 and all of a sudden became immensely popular. So much so that the game also launched on December 15th for Nintendo Switch. In such a short time, it has been reported by SuperData that Among Us on Nintendo…
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mysololaki · 5 years ago
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#новости | SuperData: Horizon Zero Dawn почти повторила успех The Witcher 3, а Fortnite продолжает страдать Аналитическое агентство SuperData выпустило отчет по доходам игровой индустрии за август 2020 года. Индустрия Цифровые продажи игр за прошедший месяц составили $10.8 миллиардов, что на 16% больше, чем годом ранее.
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spreadshotnews · 5 years ago
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SpreadShotNews Podcast 414: Agarra un cacho del anillo y tirá 100 Halos ahi - Red de información y magia Edition
¡Ni los cilindros huecos segmentados podran detenernos!¡Porque es lunes y SpreadShotNews Podcast ya llegó!
En este episodio:
Maxi nos cuenta sus impresiones finales sobre Ghost of Tsushima, Nico continua con Death Stranding y ademas nos dan una breve actualizacion sobre Astroneer.
En el Rapid-Fire, Valve testea cosas en steam, la GDC Summer se prepara para correr, Flight Simulator llega a steam, como la ausencia de la E3 no modifico nada, Private Division sale de compras y Halo Infinite y su flamante multiplayer, ademas de un #BREAKING NEWS.
Para la Main Quest, charlamos sobre un articulo de Gamasutra que habla sobre la rentabilidad de los DLC pagos y varias tangentes.
En el Special Move, auspiciado extraoficialmente por Digital Foundry, Nico nos recomienda el video sobre la calidad visual de Halo Infinite y Maxi el preview de Flight Simulator 2020.
Por ultimo, recuerden que ahora nos pueden escribir preguntas directamente a traves de google forms en el siguiente link: spreadshotnews.com/preguntas.
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nintendocafe · 8 years ago
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Research firm SuperData revealed today that its analysis shows that Nintendo has sold 2.4 million Nintendo Switches during its first month of release, above original forecast of 2 million. The home console/portable hybrid launched worldwide on March 3, 2017. SuperData now projects that the Switch will sell 7.2 million consoles in 2017. That is up from its original forecast of 5 million units, showing that this is a better start than the research group was expecting.
Source: venturebeat.com
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inventivaindia · 7 years ago
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SuperData: Players who pay for subscriptions spend 45% more on games
SuperData: Players who pay for subscriptions spend 45% more on games
Market research firm SuperData reported that gamers who pay for subscriptions spend about 45 percent more for games than non-subscribers. That’s one reason why big game publishers like Sony, Microsoft, and Electronic Arts are betting more on subscription services.
SuperData, which media measurement giant Nielsen recently acquired, collected data on the top subscription services,…
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