jac-caenlamer
10 Best Blockchain Games
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jac-caenlamer · 4 years ago
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China Academy of Info and Communications Technologies released the "White Document on Cloud Sport Industry Development (2019)" (with PPT interpretation)
To be able to accelerate the speed of China's 5G commercial use, promote the speedy development of the cloud computing industry, promote the strong integration of a new generation of cellular communication technology and the overall game industry, and form a consensus on development, the “5G Cloud Game Industry Alliance Initial Member Meeting and The Alliance Inaugural Meeting" was held on December 16, 2019 in Beijing Taifu Hotel.
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he “Cloud Sport Industry Development White Document (2019) jointly organized and published by China Academy of Info and Communications Technologies, State Administration of Radio and Tv Analysis Institute of Radio and Tv, China Push, Publication and Mass media Group Co., Ltd., and 5G Cloud Sport Industry Alliance premiered at the conference. 5G assists the rapid development of cloud gaming industry." This white paper provides an in-depth interpretation of the breakthroughs and changes in cloud gaming powered by 5G, analyzes its important technology development routes, sorts out the cloud gaming industry framework and ecosystem in the 5G era, discusses the problems facing industrial development, and proposes corresponding plan recommendations.
Lin Ruijie, secretary common of the 5G Cloud Game Industry Alliance, gave you an in-depth interpretation at the white paper release web site. White paper foreword The integration of 5G technology and cloud computing technology will act on the gaming industry and can provide disruptive changes and development opportunities in lots of fields. Cloud video games are restricted by network transmission features, and their make use of scenarios have already been limited to wired terminals such as computers and TVs for several years. The upsurge in mobile customers and the recognition of mobile video games possess highlighted the demand for mobile video games. 5G assists cloud gaming realize the migration to the cellular terminal, allowing for customers to play 3A-level large-scale video games on the cellular terminal. With the advent of the 5G era, 2019 is called the first calendar year of cloud gaming. Internationally, Google, Microsoft, Sony along with other global giants possess successively launched cloud game products, laying out the cloud game ecosystem from the entire market chain of cloud providers, game terminals, programs, game peripherals, and development systems. In China, with the three main operators, Huawei, Tencent along with other companies as the main power, gradually began to develop my country's cloud game industry ecology. To be able to accelerate the speed of 5G commercialization in China, promote the speedy development of the cloud computing industry, promote the in-depth integration of a new generation of cellular communication technology and the overall game industry, and form a development consensus, China Academy of Information and Communications Technologies, National Radio and Tv Research Institute, China Push, Publication and Media The Group Co., Ltd. and the 5G Cloud Sport Industry Alliance jointly organized and compiled the "White Document on Cloud Sport Industry Development (2019)-5G Assists the Rapid Advancement of the Cloud Sport Industry". This white paper provides an in-depth interpretation of the breakthroughs and changes in cloud gaming powered by 5G, analyzes its important technology development routes, sorts out the cloud gaming industry framework and ecosystem in the 5G era, discusses the problems facing industrial development, and proposes corresponding plan recommendations. White paper catalog 1. 5G injects new impetus in to the development of cloud games (1) Overview of the development status of the overall game industry (2) Overview of the development status of cloud games (3) 5G assists the rapid development of cloud games 2. Key technologies for cloud gaming in the 5G era (1) Cloud features are the foundation for 5G cloud gaming (2) Network capability may be the essential to the development of 5G cloud games (3) End-side devices optimization may be the focus of cloud gaming breakthroughs 3. 5G promotes the transformation of the cloud gaming industry (1) Estimated cloud gaming market scale in the 5G era (2) Overview of cloud gaming ecosystem in the 5G era (3) Evaluation of the cloud game industry in the 5G era (4) 5G promotes changes in the cloud gaming industry structure Fourth, the problems and problems faced simply by cloud games in the 5G era (1) The scale of 5G cloud gaming industry still requires a long time to cultivate (2) 5G cloud games want high-quality game content driven (3) High price may be the inherent cause hindering industry development (4) Having less industry standards will affect the development process (5) User experience may be the essential to the popularization of cloud games V. Suggestions for the development of cloud gaming market in the 5G era (1) Develop a good cloud game development environment (2) Develop complex capabilities and app promotion of cloud native game development (3) Continuously strengthen upstream and downstream cooperation in the cloud game industry chain (4) Steadily create a regulatory, anti-addiction and safety governance and system (5) Accelerate the development of my country's 5G cloud gaming standards (6) Strengthen global exchanges and cooperation in neuro-scientific cloud video games, and let Chinese technologies and standards set off global (7) More promote resource posting in the industrial chain Follow Pinterest and enter the keyword "Cloud Game 2019" about the homepage to download the white paper. For even more exciting, please read the live launch PPT.
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jac-caenlamer · 4 years ago
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Get Better Scores By Using These Simple TRONBet Game Tips
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jac-caenlamer · 4 years ago
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China Unicorn Report: 2020
Unicorn companies represent the vitality of the new economy, the overall pattern of the, and the competitiveness of the country. In 2019, the momentum of worldwide economic recovery provides weakened and the funding environment provides tightened. The era of investors' generous funding of unicorn companies has ended. With the new crown pneumonia pandemic in 2020, worldwide unicorns are facing unprecedented pressure to survive. Simultaneously, online office, new energy vehicles, synthetic intelligence, clinical and wellness, new-generation it and other areas possess sprung up, and new infrastructure brings new opportunities.
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Do you know the major changes in the 2020 unicorn list? What technologies trends and expense opportunities are revealed? 1 The amount of unicorns in the world hit an archive high The amount of unicorns in the world has reached a new high, and China and the United States have preserved their leadership. In accordance with CB Insights data, as of December 31, 2019, the full total amount of unicorns worldwide reached 436. By region, the very best five with regards to numbers will be the USA, China (including Hong Kong), the United Kingdom, India, and South Korea, with 214, 107, 22, 19, and 12 respectively. The amount of unicorns in China and the United States accounted for as higher as 73.6%. In 2019, there were 25 super unicorns with a valuation of more than Us all$10 billion. From a geographical viewpoint, the United States and China possess the largest figures, 11 and 8 respectively, accounting for 76% of the full total; India ranks 3rd with 2 altogether; the United Kingdom, Singapore, Indonesia, and Brazil each possess one. Ant Financial preserved its No. 1 placement with a valuation of USD 150 billion.
There are the largest amount of unicorns in the fields of financial technology, e-commerce, and network software and services. The amount of unicorns in both major areas of artificial cleverness and medical wellness is growing rapidly. From the viewpoint of market distribution, the very best three industries for the amount of unicorns are usually economic technology, e-commerce, and network software and providers, with 61, 56 and 52 respectively. Weighed against the prior issue, the amount of companies in the areas of artificial cleverness and medical wellness has increased rapidly, to 46 and 32 respectively, generally due to the rapid development of technology such as medical testing, cell genes, computer vision, and strong learning. In 2019, there were 29 new companies in the synthetic intelligence and clinical and health industries, a rise of nearly 30% year-on-year, which 19 were in the usa, accounting for a lot more than 65%, including autonomous generating business Argo AI, data management business DataRobot, and cellular immunotherapy business Lyell Immunopharma et al.
China, the United States and India are usually on the list of top three in the amount of new unicorns. There are 128 new unicorns in the world in 2019. The United States, China, and India will be the best three new unicorns, 72, 16, and 6 respectively. China's economic growth provides slowed and the Internet and mobile Web markets have gradually solidified. In 2019, the amount of new unicorns in China provides decreased by 50% weighed against 2018.
India has become a global expense hotspot in recent years. 1) India's speedy economic development, huge population base, younger structure, and huge penetration area for Internet users have made India an integral target for expense institutions and Web companies to go overseas. In 2018, India's GDP totaled US$2.7 trillion, a year-on-year growth rate of 7%, a total population of 1 1.35 billion, and no more than 6% of the populace over the age of 65. In 2019, there were 450 million regular monthly Internet users and a penetration rate around 36%. 2) Major investment institutions generally consider that India could become an enormous market of exactly the same size as China. Later on, the economic climate will develop further, the per capita disposable consumption increase, and consumption will be upgraded. For that reason, the invested industries are usually concentrated in e-commerce and regional life (takeaway, new food). ), express delivery, payment and other Internet service fields similar to China's development history. 3) Large-scale Chinese Internet companies and international venture capital institutions will be the major forces promoting the birth of Indian unicorns, including Alibaba, Tencent, Softbank, and Sequoia. Nevertheless, although global investors, Indian start-ups, and domestic overseas companies desire to replicate the success of China's Web market, India's underdeveloped infrastructure, numerous languages, huge differences in public classes, incomplete commercial chains, and low labor market performance make India Whether companies may become more lucrative in the future continues to be doubtful. Most Indian unicorns possess overvalued. Note: The total amount of unicorns in the current period = the full total amount of the prior period + the amount of new students-the amount of exits such as listings, mergers and acquisitions. For that reason, the amount of new students isn't necessarily add up to the year-on-year boost.
2 The amount of unicorns in China ranks 2nd in the world, and the amount of newborns has declined Combining CB Insights, PitchBook, Orange IT and other data and rankings, as of December 31, 2019, there were 162 broad unicorns in China with a total valuation of 78.03 billion U.S. dollars, including 137 narrow unicorns and a total estimate It really is worthy of 70.19 billion U.S. dollars, distributed in 15 cities and 14 industries. Note: Unicorns in the broad feeling aren't limited in their establishment period, and in the narrow feeling, they must not exceed ten years. When choosing objects, we generally examine the next 4 points: 1) the core value of the business's products or services; 2) the movement value of the business's products or services; 3) rays value that the business's products or services can drive ; 4) Business model value. When calculating the valuation, because the unicorns aren't listed & most of these are Internet companies, they generally adopt the multiplier valuation technique (including the price-income ratio and the market-product sales ratio), the comparable company technique, and the funding investment technique (for details, make reference to "China Unicorn Report: 2019"). 2.1 Geographical distribution: Beijing ranks very first in the full total amount of unicorns, and Hangzhou gets the highest typical valuation of unicorns From the perspective of geographical distribution, unicorns are concentrated in North, Shanghai, Shenzhen, and Hangzhou. In 2019, the amount of unicorns in the four towns accounted for 82.7% of the full total, and the valuation accounted for 93.5%. Included in this, you can find 67 unicorns in Beijing, accounting for 41.4% of the full total, ranking first in the country, Shanghai, Hangzhou, and Shenzhen will be the second, third, and fourth, and the amount of companies are usually 35, 20, and 12, respectively, accounting for the amount of unicorns. They are 21.6%, 12.3% and 7.4% respectively. Hangzhou Unicorn gets the highest typical valuation, reaching 10.67 billion U.S. dollars, due to the fact Hangzhou provides two Ali-based super unicorns, Ant Financial and Cainiao. The common valuation of Beijing, Shenzhen, and Shanghai unicorns is 4.98 billion U.S. dollars, 4.42 billion U.S. dollars, and 3.88 billion U.S. dollars, respectively. The amount of newly born unicorn companies in cities apart from Beijing, Shanghai, Hangzhou and Shenzhen declined. The cities where new unicorns are usually born in 2019 are generally concentrated in Bei, Shang, Hangzhou, and Shenzhen. Although other cities connect importance to cultivating start-ups, and present policies such as tax decrease and exemption, platform resource grafting, talent and business docking, the disadvantages such as imperfect financing channels and tools, difficult funding, and insufficient talent attractiveness have already been amplified during the economic downturn. Just Nanjing, Guangzhou, Dongguan, Hefei, Jinhua, and Yiyang have new unicorn companies in other towns.
2.2 Industry distribution: the largest amount of unicorns in the automotive transport industry From the perspective of industry distribution, the amount of unicorns in the areas of automobile transportation, entertainment press, and e-commerce ranks first, second, and third. The amount of companies is definitely 24, 21, and 20, respectively. The representative companies are in order of valuation. Didi Chuxing will probably be worth $51.6 billion, Bytedance is valued at $75 billion, and Meicai.com is valued in $7 billion. Under the wave of electrification, intelligence, connectivity, and posting, the auto transportation industry is becoming more active in entrepreneurship and funding, including electric vehicles, autonomous generating, on-board os's, and auto aftermarkets.
2.3 Investment institutions: Web giants are essential promoters of unicorns Web giants have grown to be an important driving force for the birth of Chinese unicorns, and the field of corporate providers is the current concentrate of the giants. Under the current pattern of Web ecology, unicorn companies have grown to be an important part of the huge ecosystem. Through self-incubation or strategic investment, many giant companies have started to build ecosystems and gradually improve them. It could be seen from the listing that about 50% of the companies are more or much less linked to Alibaba, Baidu, Tencent, JD, Meituan, etc. Included in this, the increased the organization valuation, the more powerful the impact of giants on it. From the viewpoint of the very best ten companies in valuation, the amount of association with the giants is really as higher as 100%. From the viewpoint of investment methods, Alibaba, Baidu, Tencent, JD, and Meituan derive from their main business and key areas of deployment, such as e-commerce for Alibaba, search and advertising for Baidu, and games for Tencent, etc. . However, the organization philosophy impacts the way they deal with the invested companies. Due to the strict control requirements on the overall technique of the Alibaba program, 26.4% of Alibaba's investment events are usually strategic investments. The investment occasions of Baidu, Tencent, JD, and Meituan are usually fundamentally concentrated in the early angels. Round and A round. From the viewpoint of investment market, major Internet companies possess strengthened their investment in corporate provider industries, including large data and cloud computing. The corporate service industry is the field where Alibaba, Baidu, and JD possess invested probably the most, accounting for their respective investments. 14%, 17.7%, and 14.2% of the full total events will be the second most invested fields by Tencent and Meituan, accounting for 11% and 12.2% of these respective total expense events. Because the macro economic climate is under great pressure and excellent targets are reducing, the investment behavior of major Web giants has tightened in 2019. In 2019, Alibaba and related companies conducted a total of 71 worldwide investment actions, a loss of 52% from the prior period; Baidu and associated companies conducted a total of 39 expense activities, a loss of 47.3% from the prior period; Tencent and associated companies conducted a total of 107 expense activities, a loss of 52% weighed against the prior period. A loss of 36.3% in the last period; JD.com and related companies conducted a total of 28 expense activities, a loss of 42.9% from the prior period; Meituan and associated companies conducted a total of 6 expense activities, a loss of 53.8% from the prior period.
2.4 Realization of listing: U.S. stocks will be the first option, and the amount of listings will reduction in 2019 The frequency of Chinese unicorn listings has reduced, and the US stock marketplace is principally selected. In accordance with statistics, in 2019, a total of 13 unicorns in mainland China proceeded to go general public, 6 fewer than last 12 months. In terms of the forms of listed companies, they're mainly little and medium-sized unicorns. The 61.5% pre-IPO valuation is in the number of 1 1 billion to at least one 1.5 billion US dollars. This is due to the fact unicorn companies are generally struggling to make revenue in the short term. Small and moderate unicorns are better than super unicorns. Animal companies and market leaders are usually under better pressure on funding and functions, and the necessity to go general public is more urgent. With regards to listing locations, there were 8 Chinese unicorns outlined on NASDAQ in 2019, followed by 2 on the New York STOCK MARKET. The start of the Science and Technology Technology Table in March 2019 also diverted the listing of unicorns, and many unicorn companies are currently on the sidelines. In 2019, the amount of unicorn companies outlined on the Hong Kong STOCK MARKET fell from eight in 2018 to 1. The remaining Shenzhen STOCK MARKET Main Table and ChiNext each possess one unicorn outlined. As of May 6, 2020, the marketplace value has enhanced by 5 companies and reduced by 8 companies weighed against the pre-IPO valuation. The 36Kr gets the largest decline and a loss of 86.3%. The third-party payment company Lakala gets the largest boost, a rise of 145.7%.
3 Problems and suggestions 3.1 Three major challenges: reduced expense, increased operating pressure, and restricted listing channels With the outbreak of the global epidemic and increasing downward pressure on the economy, global capital, talent, trade, and industrial chains have all been affected to varying degrees. For Chinese revolutionary companies, they will also face several pressures on offer chains, orders, and financing. 1. The new crown pneumonia epidemic is definitely superimposed on the economic depression and financial crisis. The effect of the crisis may significantly exceed the 2003 SARS and 2015 Zika (Zika) intervals. Private equity expense has always been an important way to obtain capital for start-ups. The economic depression, violent fluctuations in worldwide capital marketplaces, and the worldwide spread of the epidemic possess exacerbated panic on the investment side. Investment organizations will improve expense conditions, tighten expense windows, and decrease expense in the entire year of the disaster and the next year. Investment conduct, innovative companies may lack essential sources of funds. From the viewpoint of SARS in 2003, the private equity marketplaces in Asia, which were strike hardest by the epidemic, were more suffering from SARS. In 2003, the amount of investment on the market fell by 27% weighed against 2002, until 2005 when investment conduct resumed. In 2015, the Seca epidemic showed a similar scenario. In the worst-hit South America, the amount of expense in the private equity marketplace in 2016 reduced by 49% weighed against 2015, until it recovered in 2017.
2. Sustainability of start-up functions and increased pressure on profitability. Most unicorn start-ups possess similar growth paths. They rapidly accumulate capital in the expense vent, mass propaganda to increase corporate visibility, attract customers through cost cuts, subsidies, and other behaviors, once more attract capital to increase their territory, and plan income targets for listing. However, whether conventional or new-economy companies are optimized, if the internal construction of the business is optimized, if the service or product meets the requirements of customers, and if the business model is sustainable will be the key points for a company's long-term operation. It isn't long-term to support valuation exclusively through capital, such as sharing in 2019 The office industry head WeWork is in a dilemma of hopeless listing and a razor-sharp decline in valuation. The effect of the overseas epidemic provides intensified the downward pressure on the domestic economic climate, the need for orders provides fallen, and some recycleables are facing the chance of outage. Specifically in the next 1-2 yrs, the working pressure of start-ups increase sharply because the capital market expense behavior shrinks. 3. U.S. QE, zero interest levels, rising asset costs such as U.S. shares and gold, economic depression and financial easing will remain for some time. Suffering from multiple factors such as the epidemic and economic depression this season, U.S. stock market income deteriorated at the beginning of the entire year and valuations plummeted. A significant liquidity crisis occurred in the U.S. financial marketplace on March 9. Shares, bonds, and gold fell sharply at the same time, and the marketplace panicked and chased liquidity Sex, cash is definitely king, and the dollar index is rising rapidly. Since then, the United States has applied QE and zero interest levels, releasing a large amount of liquidity. The epidemic in the usa continues to be serious, in fact it is difficult to resume work and manufacturing. The true economy is poor, the stock market, gold and other asset costs possess risen, the economic climate is poor, and the financial easing scenario will remain for some time. It could alleviate the funding pressure of start-up technologies companies that have currently gone general public to a certain extent, and at exactly the same time attract companies which are about to go public. 3.2 Suggestions 1. Getting the reform of the registration system because the starting point, improve the five assisting systems of the multi-level capital marketplace, and create a healthier funding environment for science and advancement unicorn enterprises. 1) Enrich M&A payment equipment, and expand funding channels such as M&A loans, M&A funds, corporate bonds, and high-yield bonds. 2) Simplify the pre-approval process and strengthen supervision and section coordination after and during the event. 3) It is suggested to appropriately give preferential taxes regimes linked to mergers and acquisitions. Reduce the cost of mergers and acquisitions by properly growing the scope of reputation of tax-free mergers and acquisitions, and properly reducing or exempting capital gains taxes on mergers and acquisitions. 4) Fortify the design of multi-level capital marketplace, promote the normal development of the primary board, science and technology advancement board, little and medium-sized board, etc., and coordinate efforts. The supply-side reform of the true economic climate and the seek out new growth points require the support of the synchronization as well as leading reform of the economic market. 2. Promote "new infrastructure", attach importance to infrastructure in technological innovation areas such as 5G, artificial cleverness, data centers, new energy vehicles, and the Internet, as well as infrastructure in locations such as education, medical care, and public security, and boost investment in study and development to keep up a technological higher surface. For other styles of companies, highlight their very own benefits and differentiate them from other competitors through numerous types such as sharing economic climate, shared employees, online live broadcast and other business model innovations, product improvements, and cross-border improvements. 3. The local government strengthens relevant support measures such as talent attraction, resource platform construction, taxes decrease and exemption for regional enterprises. The establishment of high-tech parks offers a high-quality advancement environment, promotes the dissemination and circulation of knowledge, technologies, and talents among enterprises, universities, and governments, combines the upgrading of conventional industries with the cultivation of emerging industries, and promotes the activity of the regional new economy. 4. Straight guiding the movement of liquidity to new infrastructure, which can not merely build infrastructure, drive employment, but also drive upstream and downstream commercial chains and enterprises, and cultivate a new economy. It is the easiest way to widen cash and wide credit. Research reports on "New Economic climate and Unicorns" of Evergrande Research Institute: 4. "China Unicorn Report: 2019", December 9, 2019 3. "Blockchain Research Report", October 26, 2019 2. "The Return of the Unicorn: Opportunities and Risks", April 9, 2018 1. "China Unicorn Report", April 8, 2018
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jac-caenlamer · 4 years ago
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CICC: Is there still area for the valuation of game companies?
The current market conversation on game companies mainly lies in whether the valuation of the game sector nevertheless has room for further improvement. At the moment, the domestic market mainly evaluates A-share game companies based on the price-to-revenue ratio (PE). Judging from the historic adjustments of PE (TTM, arithmetic typical), the valuation of the game sector reaches a comparatively low historical level; from the comparison of varied sectors in the horizontal direction, the valuation of the game sector reaches top of the middle level. Judging from the valuation level in 2020, the forecasted P/E ratio of the game sector in 2020 is 28 moments, and the PEG is certainly 0.6. We in comparison overseas game companies and discovered that domestic game companies are in a higher-speed development phase, their income balance has improved considerably compared to before, PEG reaches a low level, and valuations have more area for restoration.
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What is the process of valuation growth of A-share game companies? China's game market has experienced 20 years of growth, and the marketplace scale is constantly expanding. By 2019, China's game market income exceeded RMB 230 billion. From the perspective of driving aspects, technical breakthroughs, gameplay improvements, business model innovations and story innovations have promoted the growth of the game industry. Among them, technical breakthroughs have brought about fundamental changes in the form of game products and the optimization of participant experience; invention in gameplay has taken new game sorts and explosions; invention in business models has enabled video games to enter the free of charge era from payment, growing the scope of users; Story invention drives the emergence of several strong IP products. _ Chart: The growth background of China's game market (divided by game form)_
_ Source: Gamma Data, Game Working Committee of China Music and Digital Association, International Data Corporation, CICC Study Department Note: Before 2008, the marketplace size data has been lacking. The finish game, page game and mobile game era were split into rough divisions, considering the rise of new sorts, but additionally, there are other styles of products. Additionally, there are end game products in the web page game era. _ From the perspective of the development procedure for A-share game companies, the marketplace value of domestic game companies keeps growing in volatility. From the perspective of the growth features of different periods, China's game market has truly gone through three growth periods: from payment to F2P (free to play) design innovation period, end-to-end technologies breakthrough period, and population as a result of the level of users The bonus period is currently entering the fourth period where ARPU raises to drive industry growth. _ Chart: Valuation of A-share game listed companies _
_ Source: Wind Information, corporation announcements, CICC Research Note: In 2010 2010, Zhongqingbao, the initial A-share game corporation, was shown. The marketplace capitalization and PE (TTM, weighted typical of market capitalization) of 32 game businesses have been counted since 2010, and the period of time when PE (TTM) is adverse is excluded. Companies that have transformed their game business from additional businesses will be contained in the data from the time they full the asset reorganization. The marketplace value and PE data are as of June 24, 2020. _ In a horizontal comparison, the existing valuation of the game sector reaches top of the middle level. At the existing time (June 24), the average price-to-revenue ratio (TTM, arithmetic average) of 32 A-share game businesses is just about 44 moments (excluding negative ideals). Compared with other sub-sectors (CITIC classification), this valuation level Ranked 8th, lower than the pc, electronics, medication, communications along with other sectors, and comparable to the food and beverage sectors. In a vertical comparison, the existing valuation of the game sector is lower compared to the historical normal. By June 24, the P/E ratio (TTM, arithmetic typical) of the gaming sector has been lower than the historic average. Nevertheless, the entire sector has gradually recovered from the downturn before 2H19, and the valuation level is in the process of improving. _ Chart: The price-to-revenue ratio (TTM, arithmetic typical) of the game industry ranks 8th in the CITIC sub-sector, lower than the pc, electronics along with other sectors, and comparable to the food and beverage sectors _
_ Source: Wind Information, CICC Research Note: Select the closing price on June 24, 2020 for calculation. There are 32 businesses in the game industry, and 14 businesses with adverse PE (TTM) are usually excluded. Media-game PE may be the remaining 18 businesses PE (TTM, arithmetic average)_ __ _ Chart: P/E ratio (TTM, arithmetic typical) of the game sector _
_ Source: Wind Information, CICC Research Note: Calculated based on the closing price on June 24, 2020. There are a total of 32 businesses in the game industry, and 14 businesses with adverse PE (TTM) are usually excluded, and the game PE may be the remaining 18 businesses PE (TTM, arithmetic average)_ Compared with overseas, what is the valuation degree of the A-talk about game industry? We in comparison the valuation systems of game businesses in mature abroad markets. Currently, 9 overseas head game companies have similar P/E ratios to those of A-share game companies, however the 2020 PEG of abroad head game businesses is 3.1, which is significantly higher than the 0.6 PEG degree of A-shares. We believe that when comparing domestic and abroad game companies, considering the different development prices of the game market at different growth stages, PEG is really a appropriate valuation indicator than PE. Considering the growth price of the domestic game market higher than abroad, we believe that there is still area for improvement in the valuation of the domestic game sector. At the moment, the primary reason investors are worried about the valuation increase is the be worried about the instability of the income growth of game companies. _ Chart: 2020 PE and PEG of 9 representative abroad game companies_
_ Supply: Bloomberg, CICC Research Take note: PE and PEG are usually calculated based on the closing price on June 30, 2020. The 9 businesses are usually Activision Blizzard (ATVI), Electronic Arts (EA), Take-Two Interactive (TTWO) in the United States; Nintendo (7974), Nexon Company (3659), CAVE Interactive Co., Ltd. (3760) in Japan. ); South Korea's NCSoft (036570), Netmarble (251270), PearlAbyss (263750). _ What's the driving push for the increase in income balance of overseas game companies? Right after discussing the factors that enhance the income balance of three overseas head game companies Activision Blizzard (ATVI), Electronic Arts (EA) and Take 2 (TTWO), we believe that overseas head game companies adopt three methods: 1) Revenue diversification, including increase in quantity, diversified classes, and expansion of overseas markets; Diversified quantity: build a product matrix Large overseas game manufacturers steadily to push out a selection of games every year, which EA includes a large number of products. Before 2013, EA will release more than 20 new games every year, giving the business an extremely diversified item portfolio; since 2014, the amount of products of the business has declined somewhat, but it nevertheless maintains the launch rhythm greater than 10 products each year . The large number of game products makes the business not overly dependent on a single explosive item, smoothing the volatility of functionality. Diversified classes: multi-category products meet differentiated needs From the global perspective, gamers have diversified demands for the types of game products. In accordance with Sensor Tower data, the top three game classes for global income in 2019 were role-playing, actions and strategy video games, and each of the three sorts had revenues greater than $14 billion. Consequently, for game businesses, by way of a diversified item class matrix, the dangers of a single category because of changes in participant tastes can be dispersed whenever you can. Take EA for example. The forms of new products launched by EA during the past three years have protected sports, existence simulation, shooting, Take action along with other product types. _ Chart: Revenue distribution of global mobile game market in 2019 _
__ Supply: SensorTower, CICC Study __ __ _ Chart: Distribution of downloads in the global mobile game market in 2019 ___
_ Supply: SensorTower, CICC Study Department_ Regional diversification: income increase and volatility smooth Overseas markets aren't only an important income source, but also enhance the stability of income. The global game market is undergoing quick development. In accordance with Newzoo data, the four major parts of Asia Pacific, North America, Latin America, European countries, the center East, and Africa accounted for 47%, 26%, 4%, and 23% of income in 2019. For game businesses, it is of great importance to seize abroad markets beyond their countries and regions: 1) Increase revenue sources. Both Activision Blizzard and EA's income from markets beyond North America accounted for more than 50% in 2019; 2) Services After R&D, developers can initial publish in a certain market and observe market feedback to adjust and optimize; 3) All the way through the gradual launch of the same item in various regions, game businesses can handle and soft the income fluctuations caused by a single product. _ Chart: Revenue distribution by area in the global game market _
_ Supply: Newzoo, CICC Study Department_ 2) IP serialization, on the one hands, the aged IP is constantly updated to attract buys, however, a number of sequels are usually launched to create some products; For producers, the growth of new video games to the marketplace is really a high-investment, high-risk, and time-consuming process. In addition to the high quality of the product itself, well-identified IPs can 1) significantly increase the visibility of new products and increase the success price of products; 2) decrease the period and resources required to promote new products by accepting the audience of the original IP; 3) continue steadily to launch well-identified IPs. Realize the linkage of fresh and old video games; 4) Serialization may bring positive opinions on user period and product sales, and additional promote continuous investment in study and growth by game designers. Consequently, forming a serialized matrix of products developed is becoming an important development direction for game businesses. _ Chart: Video game IP serialization brings positive feedback ramifications of user period and sales _
_ Supply: Activision Blizzard's yearly report, CICC Study Department_ 3) Long-term operation of star one products, star products bring continuous income every year, and the proportion of income from head products is stable, which improves the balance of its income growth. As the game industry matures, the heading and concentration of products has gradually become a trend. In accordance with NPD data, during the period 2009-2019, the proportion of top 10 sales video games in the United States has gradually enhanced, and the heading trend of the game market continues. Consequently, for game businesses, the creation of head products, while preserving a stable flow of mind products through articles iteration and expansion updates, can develop a stable and considerable income source. The long-term operation of the head series products has taken continuous and stable income to game manufacturers. Is there still area for the valuation of A-share game companies? We discovered that A-share game businesses have made improvement in diversification, IP serialization, and long-term operation of star one products, and the income balance of some businesses has improved significantly. Among them, there are a large number of Sanqi Mutual Entertainment products. Since 2018, the business has produced a number of games every year. The company stated that it will produce more than 50 products in 2020; Perfect World continues to explore the growth of IP series, except for end-to-end products such as for example "Perfect In addition to the achievement of "World" and "New Swordsman", the business is also actively deploying IP-based terminal video games, mobile video games, and console video games item matrix; Gigabit is founded on the star item "Wendao Mobile Video games", through continuous variations Iteration and focus on player experience have created a stable income base. In addition, because of the higher proportion of mobile video games in the domestic market, mobile video games have higher frequency and more continuous payment behavior than terminal video games and console video games, and are more inclined to consumer products. Therefore, we believe that domestic game companies have more powerful consumption Attributes will be better with regards to income balance. We believe that later on, as the balance of game businesses' revenue growth raises, the PEG of A-share game businesses will gradually increase, and the valuation middle is likely to move upward. We synthesized the evaluation criteria for household and foreign businesses, compared the ratings of three household top game businesses, and obtained their reasonable PEG amounts. From the perspective of longer-term market growth determinants, we believe that the improvement of the long-term valuation middle of the A-share game sector originates from more macro aspects, such as technical breakthroughs (innovative technologies such as for example cloud games), design invention (monetization or advertising We are optimistic about the long-term development potential of the game market because of the long-term growth potential introduced by the marketplace space (the increase in user level and payment awareness). _ Chart: Sanqi Mutual Entertainment, Perfect World and Gigabit Income Balance Evaluation Dimensions _
_ Source: Company announcement, CICC Study Department_ __ _ Chart: Evaluation of Sanqi Mutual Entertainment, Perfect World and Gigabit ___
_ Source: CICC Study Department_ _ Chart: Current A-share and abroad game corporation PEG comparison _
_ Supply: Bloomberg, Wind Information, corporation announcements, China Corporate Research Take note: The PE and PEG of the 32 A-share game companies in 2020 are usually both Wind consensus expectations, and g can be an inverse value. In 2020, the PE and PEG of 9 abroad game companies are usually Bloomberg consensus expectations, and g may be the inverse value. In 2021, the PE of 9 overseas game businesses is certainly Bloomberg's consensus, g is certainly Bloomberg's consensus of the growth price of net profit of 9 businesses, and PEG may be the calculated value of PE/g. _ __ risk The macroeconomic downturn affects entertainment expenditures. The launch of new video games is gradual, the functionality of video game products isn't needlessly to say, the improvement of version number acquisition isn't needlessly to say, the improvement of overseas market expansion is certainly slower than anticipated, and the game industry policy dangers. Article Source This article is excerpted from: "Is there still room for the valuation of game companies?" released on July 8, 2020. --Conversation on PEG from the global perspective Zhang Xueqing CFA SAC Practice Certificate Number: S0080517090001 SFC CE Ref: BNC281 Wen Hanjing SAC Practice Certificate Number: S0080119080029 Legal Notices Swipe around see the total legal statement and BlockchainLink
to do with ROI. The competition in this class is getting more and more fierce. Previously, advertising was mainly monetized, however the increase in ROI cannot cover the increase in cost. Consequently, to be able to remain competing, these manufacturers need to consider transformation and elect to moderate the game to find different ways of monetizing. From the matrix perspective, there is a trend, however the threshold is very, high, only ideal for large-scale companies. 89Trillion Candy Chen As far as we are concerned, we are nevertheless a self-developed corporation and a articles provider (CP). The growth of casual video games is getting worse and worse for us. The threshold of the matrix is ??very high. From the perspective of CP, it cannot continue steadily to provide beneficial ROI. We are also very full in the commercial chain from promotion to realization, therefore we are now focusing on the product. The development trend of light video games is to believe about how exactly to maintain users. Customers value this content, so the game becomes more and more essential. If ROI is monetized only by advertising, it'll be restricted by the platform. So our strategy is to go lightly to the center, and believe that the center game has area for expansion. The core is to attract common users first, provide deeper content and gameplay, and slowly transform them into core users. I believe that is an inevitable trend.
Keep exploring gameplay, 10 year old moderate game Clash of Clans Battlecry System Liu Nan Before, we also wanted to be considered a platform, but then we nevertheless made content steadfastly. This strategy is just to get the market positioning and handle costs. In 2018, we tried to transform to ultra-leisure but did not succeed because there is no earlier traffic matrix. Hyper-casual games need a lot of invention, including improvements in gameplay and designs. Small companies have no advantage if indeed they simply copy successful products. For pure CP, we still wish that high-quality articles can get visitors. The traffic flow company could be not the same as ours. For all of us, it is to make each item steadily, not quick but it won't die. Electric powered Soul Chang Sheng I talk about some views on this issue from the perspective of investors. Matrix flow can be an obvious trend, and I've different views on the medium. First, the game category is currently exploding, and prior to that, reasonable to heavy video games dominated the planet. Now this sort of medium-to-heavy game investment is getting bigger and larger, like a little studio can't afford it. Correspondingly, some individuals in a small game can make interesting products, that is a method for them to crack the game. So my viewpoint is certainly that neutralization isn't a trend, but a spectral range of colours. Before, there have been only heavy video games, and the spectrum would be chock-full gradually, therefore neutralization is really a phased trend. Minute, China's entrepreneurial environment, education system, and growth experience do not assistance us in making hyper-casual video games with many creativeness. Indie game must be carried out by someone, nonetheless it may not be what we are good at. The Chinese are usually better at producing moderate to weighty high-paying games. Consequently, the trend of reasonable to severe video games is seen based on China's advantages. The official Google agent We used to make equipment, but we only made games during the past six months. Mainly in abroad markets. I could share with you the insights from tool transformation. I concur that moderation of light games can be an inevitable trend. The biggest feature of gentle games is that the ROI is already very thin, that is a large industry premise. Under the premise of very thin revenue, I pay more focus on the team's perspective: for example, because of our previous tool experience, we are very complete with regards to monetization and investment, and relatively speaking, we've a degree of funds and team accumulation. Consequently, our positioning is usually to be a corporation in the central region, to maximize our previous cognition and adopt a product matrix strategy. This strategy is because first, we are able to afford it, and if we have time to polish product features, we've a good ROI from the product perspective. The second is that we can allocate some of the cost for long-term buys, and may make products which are partial to long-term recycling. Most companies which have equipment going abroad will select this strategy. I think you can find mainly three forms of gamers for lightly proceeding overseas companies: 1. Start-up companies focus on content, and large platform companies rely on the empowerment of large companies to increase their product output. 2. Companies which have a degree of accumulation can make a product matrix, and create some light video games more refined. 3. Large businesses have their very own item matrix, and they focus their products on the inherent traffic benefits. Multiple matrices flow backwards to reduce costs. In a nutshell, ecology is very important. It is difficult for a basic small enterprise to survive. After a few years, just how of monetizing marketing may change.
Voodoo, the European producer with the developed casual game matrix Beluga Whale Going to Sea Wang Xiaohan From the viewpoint of the press, the moderation of light games is indeed an obvious trend. But on the other hand, we also see that heavy video games are carried out lightly. For instance, Japanese card RPG is also very popular. Mild video games are usually moderated because they want to retain users, while heavy video games are usually moderated to catch the attention of more users to play. Now I see that the in-app buy of ultra-casual video games is mainly to eliminate advertisements, and the increase in RPG is still relatively small, because the introduction of RPG requires a specific amount of experience, which is more challenging to balance. GLU Xu Siyuan From the perspective of Silicon Valley, Personally, i feel that the existing development trend isn't very good. Now everyone is looking for a way to survive. We want to create good content, however the business factor still requirements the assistance of data and revenue. Cell phone games have passed the phase when mobile hardware was just launched. At that time, game designers could get a lot of revenue, and the cost of acquiring users during the past several years provides doubled many times. Glu has made many tries, such as for example platform and place based video games. As game designers, we certainly want to create a good product, however the competition in the market is very high and we do not let us to take great risks. Glu has also done IP-based video games, such as for example "Kim Kardashian" and "Hell's Kitchen area". China is currently the traffic head, so you can try this path.
Glu's primary Kardashian IP game-Kim Kardashian 02 How to measure a good game startup corporation? Electric powered Soul Chang Sheng This is also an issue we have been facing, but there is absolutely no gold standard. Deep down, I'm more resistant to CP because the risk of CP is too high. We need to have some integration with abroad business, so we've recently committed to a number of CPs. I observe that war investment is more vigorous in this market now. I've judged a good game team with the next criteria: 1. Start with my very own demands where direction I want to spend money on, such as for example female-oriented, two-dimensional, and armed service weapons categories. 2. The team includes a relatively high completion item. There are particular products which can be evaluated. 3. Just like a team with previous item experience accumulation. 4. The team creation staff love video games from the heart and have an extremely deep understanding of their products. A team which has both item and company is rare, thus a combination of teams is necessary. In every field, you can find enough people who can do the job. For instance, the producer himself must have an excellent passion for video games without worrying about business. Jiuding Wushuang Candy Chen Our standards are the following: 1. The creative capability of the team. 2. The enthusiasm of the team is essential. I prefer to talk to the task producer to measure the degree of the producer and the producer's knowing and prediction of this vertical industry. We prefer to cooperate with producers with successful experience. Although this kind of people is relatively little, their probability of achievement is relatively high, but this kind of talent is also competed by large manufacturers. We prefer to use companies which are more ideal for us, and everyone can sparkle collectively.
Google Advertising Department From an advertising perspective, I believe the criteria for a good game company are: 1. Find if the business has accumulated good product experience. This is particularly reflected in the truth that some major game manufacturers in European countries and america have a lot of super-casual video games. They have their very own empirical judgment specifications. They are always willing to come to the game. So long as they meet some KPI assessments, it can demonstrate that the game has a potential future Yes, for example VooDoo. 2. The value provided by the ball player. For instance, Monument Valley is very not the same as big games with regards to commercial value, but video games do possess good content. When you can manage your own game users nicely, I think it is also a good game company. It isn't that the more advertising, the higher, you can find different metrics. 03 Is class vital that you game entrepreneurship? Google Advertising Department Not counting. It is better to choose a good class from the perspective of entrepreneurial achievement rate. But also the old mode of match-3 may combine with other classes to create new games, and it is not entirely without chance. Electric powered Soul Chang Sheng Category is a thinking framework, which is wrong in itself but very helpful. The design is for everybody to talk to each other without much deviation and the precision isn't high. Many video games now have a combination of multiple gameplay and cross-border forms. Class offers a thinking design. The hybridization of multiple models can produce fresh categories. Recently, there has been an excellent outbreak of hybridization, such as for example eating chicken. I look forward to any new class evolution within the next three years.
The masterpiece of the new match-3: Dream Home Part 2. Busting the Wall Discussion 01 What upstream and downstream ecology may promote the evolution of game products? Branch Li Xiaopeng There are two points to talk about from the perspective of advertising data monitoring: 1. Breakthrough in gameplay: Facebook and Google are still the focus with regards to advertising growth. Nevertheless, we have also seen some major overseas businesses searching for breakthroughs, such as for example how exactly to divert exterior web traffic to apps, that is a large traffic pool compared to conventional App advertising. 2. Market selection: In the beginning, everyone mainly visited the Southeast Asian market, but since this past year many businesses have relocated to the center East, India and Pakistan. Southeast Asia is already relatively saturated, however the Indian and Pakistani markets have great potential. Google Advertising Department When Google, as the platform party, cooperates with designers, it is mainly platform distribution and monetization. The indicator we are more worried about may be the conversion price. The network and device atmosphere are very vital that you the conversion price. In countries such as for example Indonesia, it is difficult to increase the conversion price if the game dimension is too large and the device can't be loaded. These are things that developers need to consider in the emerging market. If advanced gear becomes popular later on, there will be an improvement for video games. Another observation is that the growth environment is becoming much more friendly, and the threshold is becoming lower. 02 What's the chance of social attributes in video games? Battlecry System Liu Nan We also started from the social ecology of video games. Social is truly a generalized concept. Items that are tool attributes in the beginning may grow quicker, such as for example companion App. There are users with interpersonal characteristics, and the thing is how exactly to connect these users. Tencent QQ has been also a tool in the beginning. Later on, an individual stickiness was solid good enough and the amount of users was large before it began socializing. Therefore the time window is very important, but it isn't specific whether it can be produced, such as for example Meitu Xiuxiu. Of course, there are interpersonal attributes of video games, but they need to evolve right into a specific type before they can turn out. The leap from equipment to content isn't so difficult, however the leap from content to interpersonal is more challenging, and operations must be strengthened. If our game content is performed well, we are able to increase social characteristics, and could use other platforms for social networking, such as for example Facebook Group. It is a fragmented ecology. This is our current technique. Electric powered Soul Chang Sheng The game itself has social attributes. If you play nicely, it is a gameplay, and if you do not play nicely, it's an internal communication tool. My judgment is really a strategy of solid content and weak social conversation and weak articles and strong interpersonal conversation. Socializing can sometimes be distracting. Speaking with businessmen and asking about the functionality of the opponent's team in the game is also a kind of social conversation. So long as pan-social can provide people with a topic, it can spend relatively small input to obtain users. Sociable in-game must be considered, but interpersonal out-of-game may be the most commercially important part. As an important small track for user activities in video games, e-sports is actually exactly like looking at an MBA. It's just that the user's attention shifts from offline to on the web. Professional e-sports gamers can kill ordinary people in seconds. Their daily exercising is no not the same as that of athletes. The life routine of e-sports is relatively long. Players will play one class or one game throughout their life.
The popular Switch platform game in the circle of friends, Animal Crossing Buddies Club Media individual Jin Yechen I am a heavy player myself. The most socially attributed participant I've played is Dongsen, gives me a different experience. I was more resistant to Dongsen before because of the monotonous style and gameplay, but I performed it because my close friends pulled me to play, so social characteristics are very ideal for refreshing and stickiness. Without the slow-paced gameplay of social attributes, it is impossible to play. I believe the design of social characteristics is an extremely interesting thought. The problem of games where social attributes take part in gameplay provides been happening consistently during the past few years. In the future, there could be more video games which are completely interpersonal, that is a direction worth exploring. Incorporating interpersonal attributes to video games with strong articles will impact the experience. Outside the game, such as reside broadcast, it could be a good help. Part 3. Opportunity to discuss 01 Do you know the fresh possibilities for game monetization? 89Trillion Candy Chen I may become more optimistic about integrating with e-commerce. One situation is that all design components of Design Home are incorporated with the brand name. Addititionally there is Convet Style of Glu, which cooperates with brand name owners to sell clothes. The primary monetization is founded on e-commerce income, and China may have an advantage. Because our energy and period are limited, I can't visit Taobao after doing offers. This is a pain point and may be directed at mid-to-high-end people. Another situation is really a simulated company game, however the developer is really a winery. His monetization method is that gamers make their very own wine and deliver it offline. Combining on the web and offline, gaming and e-commerce can be an possibility. Another model may be the sponsor design (such as for example eating chicken). I believe the brand premium ability is a lot stronger than the user's premium ability. Google Advertising Department The direction of high-quality IP has been tried by many manufacturers, however the ideas of new designers will vary from the traditional ones. From the beginning of the IP task, an extremely complete set of filing, high-high quality production, and team have been prepared. For instance, Angry Birds and Onmyoji produced a movie. But not much has already been made, because many IPs have become little. Commercialization can only increase the stickiness of niche users, and the derivatives could be offline actions instead of movies. IP isn't an immediate thing, it requires time to settle down.
NetEase's famous two-dimensional card game-Onmyoji GLU Xu Siyuan We are mainly doing platform, location based video games. Our revenue will not come from users, but from the cooperation of third-party retail producers. Online and offline promote each other, and online give you a gaming experience. The coupons you can obtain in the game come from manufacturers. In a few games, the advertisements of the offline producers are imprinted in the corresponding place in the game. There is room to try. Electric powered Soul Chang Sheng Wangzhuan's publishing of components has been very popular recently, and income has also risen, which might be a income source. There is also a blind box item. I don't know if there is a market overseas. 02 Where are the possibilities in the game regional market? Electric powered Soul Chang Sheng India and Indonesia are usually both locations of concern to me. However, the entire market in India isn't so good now. Politics, competition, and the epidemic are aspects, and the cost of acquiring clients isn't low. I believe the Indonesian market is pretty good. The ceiling of the Indonesian market is very high and an individual cost is low, so platform testing can be carried out. There are some categories that we think aren't ideal for overseas markets, but they have an excellent market in Indonesia, such as for example Gongdou, and Japan and South Korea also perform well. So that you can make an effort to put in different classes and there could be surprises in various markets. Branch Li Xiaopeng You can easily overlook Pakistan, nonetheless it has huge development potential. There are many reasons: 1. It has the exact same origin with Indian lifestyle 2. It includes a good connection with China 3. The demographic dividend is certainly big. If you need to spend money on the Indian market, you can also look at Pakistan. And Pakistan's Web infrastructure is very good, since it is made with Chinese aid. There is also a Middle Eastern market that is becoming more and more popular. The overseas interpersonal products show explosive development. Furthermore, the growth stage of the very casual small game segment includes a 200% development compared to this past year, and there are plenty of opportunities. Interactive tales Interactive stories may also be very interesting. They are aimed at females, and women are able them perfectly.
Interactive Novel-Chang'an Twelve Hours Grand View Funds Wei Haijun We've been in the middle of the game layout, in the initial circular of the re-bet led the chance of Legend of Bow and Arrow (Haibi Network). In my opinion, the children's industry is quite marketable. Get BabyBus, for example, Tocobaca in the United States has a very large income but very low-key. The second is the female game industry, and then we will focus on both of these fields. I believe there are possibilities for segmentation in game-related communities, nonetheless it is more challenging to find users.
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jac-caenlamer · 4 years ago
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A new era in the rise of moderate games?
In neuro-scientific overseas games recently, the has often talked about two principles: light game titles, heavy game titles and casual game titles matrix. Star video game products such as Legend of Bow and Arrow have defined new possibilities for medium-level games to proceed overseas. This week's [Students' Association] activity talked about and diverged this matter. Topics consist of whether reasonable games are a business trend, how to gauge a good start-up corporation, the evolution of the game industry, opportunities in the game regional marketplace, and so forth. The following text is a compilation of questions and answers from the guests. Part 1. Industry status 01 How can you view the development trend of light games? Google Advertising Department Heavy games have not fully occupied the market prior to the development of light games. Before, light games have constantly made a lot of money without entering the public eye. There has been a excellent increase in the user volume of light games previously 2 yrs, but there has not been lots of increase in the operating water. Actually, the heaviness of light games has a lot related to ROI. The competition in this type is getting increasingly more fierce. Formerly, advertising was primarily monetized, however the increase in ROI cannot cover up the increase in cost. Thus, in order to remain aggressive, these manufacturers have to consider transformation and elect to moderate the game to get other ways of monetizing. From a matrix perspective, there is a trend, however the threshold is very, very high, only suitable for large-scale companies. 89Trillion Candy Chen As far as we are concerned, we are nevertheless a self-developed corporation and a content provider (CP). The development of casual games is getting worse and even worse for us. The threshold of the matrix is ??very higher. From the perspective of CP, it cannot continue to provide optimistic ROI. We are also very complete in the commercial chain from promotion to realization, so we are now concentrating on the merchandise. The development trend of light games is to believe about how to retain users. Customers value this content, so the video game becomes increasingly more important. If ROI is monetized only by advertising, it will be restricted by the system. So our strategy would be to go lightly to the middle, and think that the middle game has area for growth. The core would be to attract common users first, provide deeper content and gameplay, and gradually transform them into primary users. I think that is an inevitable trend.
Keep discovering gameplay, 10 year old moderate game Clash of Clans Battlecry Network Liu Nan Before, we also wanted to be considered a platform, but then we nevertheless made content steadfastly. This strategy is just to get the marketplace positioning and handle costs. In 2018, we tried to transform to ultra-leisure but didn't succeed because there is no earlier traffic matrix. Hyper-casual games need a lot of creativity, including improvements in gameplay and styles. Small companies have no advantage if indeed they simply duplicate successful products. For pure CP, we still wish that high-quality content can get visitors. The traffic flow company may be not the same as ours. For us, it is to create each item steadily, not fast but it will not die. Electric Soul Chang Sheng I talk about some views upon this issue from the perspective of traders. Matrix flow can be an obvious trend, and I've different views on the medium. First, the game category is now exploding, and just before that, reasonable to heavy games dominated the world. Now this kind of medium-to-heavy video game investment is getting bigger and larger, like a small studio can't pay for it. Correspondingly, some individuals in a small game can make interesting products, which is a way for them to split the game. Therefore my perspective is that neutralization isn't a trend, but a spectral range of colors. Before, there have been only heavy games, and the spectrum will be chock-full gradually, so neutralization is a phased trend. Minute, China's entrepreneurial environment, education program, and growth experience do not assistance us to make hyper-casual games with many creativeness. Indie game must be completed by someone, nonetheless it may not be what we are good at. The Chinese are usually better at making moderate to large high-paying games. Thus, the trend of reasonable to severe games is seen predicated on China's advantages. The official Google agent We used to create equipment, but we only made games previously half a year. Mainly in abroad markets. I can share with you the insights from tool transformation. I concur that moderation of light games can be an inevitable trend. The biggest feature of light games is that the ROI has already been very thin, which is a huge industry premise. Under the premise of quite thin income, I pay even more focus on the team's perspective: for instance, because of our previous tool experience, we are very complete in terms of monetization and expense, and relatively speaking, we've a certain amount of capital and team accumulation. Thus, our positioning is usually to be a corporation in the main region, to increase our prior cognition and adopt something matrix strategy. This strategy is basically because first, we are able to afford it, and if we have time to polish product features, we've a good ROI from the merchandise perspective. The second is that people can allocate some of the cost for long-term buys, and can make products which are partial to long-term recycling. Most companies which have equipment going abroad will select this strategy. I think there are mainly three types of players for lightly heading overseas companies: 1. Start-up companies concentrate on content, and large system companies depend on the empowerment of big companies to improve their product output. 2. Companies which have a certain amount of accumulation can make something matrix, and make some light games more refined. 3. Large companies have their very own item matrix, plus they concentrate their products on their inherent traffic advantages. Multiple matrices flow backwards to reduce costs. In a nutshell, ecology is essential. It is difficult for a easy small enterprise to survive. Over time, just how of monetizing marketing may change.
Voodoo, the European manufacturer with the developed casual video game matrix Beluga Whale Going to Sea Wang Xiaohan From the perspective of the media, the moderation of light games is indeed an obvious trend. But on the other hand, we also see that heavy games are completed lightly. For example, Japanese cards RPG can be extremely popular. Mild games are usually moderated because they desire to retain users, while heavy games are usually moderated to catch the attention of even more users to have fun with. Now I see that the in-app buy of ultra-casual games is mainly to eliminate ads, and the increase in RPG is still relatively small, because the introduction of RPG takes a specific amount of experience, which is more challenging to balance. GLU Xu Siyuan From the perspective of Silicon Valley, I personally feel that the current development trend isn't very good. Now everyone is searching for a way to survive. We want to make good content, however the business element still requirements the assistance of data and revenue. Mobile games have passed the phase when cellular hardware was just launched. In those days, game programmers could get lots of income, and the expense of acquiring users previously two or three years has doubled many times. Glu has made many tries, such as platform and place based games. As game programmers, we certainly desire to make a good product, however the competition in the market is very higher and we do not let us to consider excellent risks. Glu has also done IP-based games, such as "Kim Kardashian" and "Hell's Kitchen area". China is now the traffic innovator, so you can try out this path.
Glu's primary Kardashian IP game-Kim Kardashian 02 How to measure a good game startup corporation? Electric Soul Chang Sheng This is also an issue we have been facing, but there is no gold standard. Deep down, I'm even more resistant to CP because the threat of CP is too much. We have to have some integration with abroad business, so we've recently committed to a number of CPs. I discover that war expense is more vigorous in this market now. I've judged a good game team with the following criteria: 1. Start with my own demands where direction I wish to spend money on, such as female-oriented, two-dimensional, and armed service weapons categories. 2. The team has a relatively higher completion item. There are specific products that can be evaluated. 3. Just like a team with previous item experience accumulation. 4. The team creation staff love games from the center and have a very deep understanding of their products. A team that has both item and company is rare, so a combination of teams is required. Atlanta divorce attorneys field, there are enough people who can do the job. For example, the maker himself must have an excellent passion for games without worrying about business. Jiuding Wushuang Candy Chen Our standards will be the following: 1. The creative capability of the team. 2. The enthusiasm of the team is essential. I favor to talk to the project producer to measure the degree of the maker and the producer's understanding and prediction of the vertical industry. We like to cooperate with producers with successful experience. Although this type of individuals is relatively small, their possibility of success is relatively higher, but this type of talent can be competed by huge manufacturers. We like to work with companies which are more ideal for us, and everyone can sparkle collectively.
Google Advertising Department From an advertising perspective, I think the criteria for a good game company are: 1. Discover if the business has accumulated good product experience. This is specifically reflected in the truth that some major video game manufacturers in European countries and america have a lot of super-casual games. They have their very own empirical judgment standards. They're always ready to arrive to the game. As long as they meet some KPI assessments, it can confirm that the game has a future Yes, for instance VooDoo. 2. The value supplied by the ball player. For example, Monument Valley is very not the same as big games in terms of commercial value, but games do have good content. If you can manage your own game users well, I think additionally it is a good game company. It isn't that the even more advertising, the higher, there are different metrics. 03 Is type important to game entrepreneurship? Google Advertising Department Not really counting. It is best to select a good type from the perspective of entrepreneurial success rate. But actually the old mode of complement-3 may combine with other types to create new games, and it is not completely without chance. Electric Soul Chang Sheng Category is just a thinking framework, that is wrong alone but very useful. The design is for everybody to talk to each other without much deviation and the precision isn't high. Many games now have a combination of several gameplay and cross-border forms. Group offers a thinking design. The hybridization of several models can produce fresh categories. In recent years, there has been an excellent outbreak of hybridization, such as eating chicken. I anticipate any new type evolution in the next three years.
The masterpiece of the brand new match-3: Dream Home Part 2. Breaking the Wall Discussion 01 What upstream and downstream ecology may promote the evolution of video game products? Branch Li Xiaopeng There are two points to talk about from the perspective of advertising data monitoring: 1. Breakthrough in gameplay: Facebook and Google are still the focus in terms of advertising growth. However, we have also seen some main overseas companies looking for breakthroughs, such as how to divert external web traffic to apps, which is a big traffic pool compared to conventional App advertising. 2. Market selection: In the beginning, everyone mainly went to the Southeast Asian marketplace, but since last year many companies have relocated to the Middle East, India and Pakistan. Southeast Asia has already been relatively saturated, however the Indian and Pakistani marketplaces have great potential. Google Advertising Department When Google, as the system party, cooperates with programmers, it is mainly system distribution and monetization. The indicator we are more worried about may be the conversion rate. The system and device atmosphere are very important to the conversion rate. In countries such as Indonesia, it is difficult to improve the conversion rate if the game dimension is too large and these devices cannot be loaded. They are things that developers need to consider in the emerging marketplace. If advanced equipment becomes popular in the future, you will see an improvement for games. Another observation is that the development environment has become much more pleasant, and the threshold has become lower. 02 What's the possibility of social attributes in games? Battlecry Network Liu Nan We also started from the social ecology of games. Social is truly a generalized concept. Things that are tool attributes at the beginning may grow faster, such as companion App. There are users with social attributes, and the problem is how to connect these users. Tencent QQ has been also a tool at the beginning. Later on, an individual stickiness was solid plenty of and the amount of users was big before it started socializing. So the time home window is essential, but it isn't specific whether it could be produced, such as Meitu Xiuxiu. Needless to say, there are social attributes of games, but they need to evolve into a specific form before they can turn out. The leap from equipment to content isn't so difficult, however the leap from content to social is more challenging, and operations must be strengthened. If our video game content is performed well, we are able to increase social attributes, and may use other systems for social networking, such as Facebook Group. It is a fragmented ecology. This is our current technique. Electric Soul Chang Sheng The overall game itself has social attributes. If you play well, it's a gameplay, and if you do not play well, it's an internal communication tool. My judgment is a strategy of solid content and fragile social interaction and weak content and strong social interaction. Socializing can sometimes be distracting. Speaking with businessmen and asking about the functionality of the opponent's team in the game is also a form of social interaction. As long as pan-social can provide individuals with a topic, it can spend relatively little input to acquire users. Social in-game needs to be considered, but social out-of-game may be the most commercially precious part. As an important small monitor for user activities in games, e-sports is essentially the same as considering an MBA. It's that the user's interest shifts from offline to on the internet. Professional e-sports players can kill ordinary people in secs. Their daily training is no not the same as that of sportsmen. The life routine of e-sports activities is relatively long. Players will have fun with one type or one video game throughout their lives.
The popular Switch platform game in the circle of friends, Animal Crossing Friends Club Media individual Jin Yechen I am much player myself. The most socially attributed participant I've played is Dongsen, gives me a different experience. I was even more proof to Dongsen before due to the monotonous design and gameplay, but I performed it because my friends pulled me to have fun with, so social attributes are very useful for refreshing and stickiness. Minus the slow-paced gameplay of social attributes, it is impossible to play. I think the design of social attributes is a very interesting thought. The problem of games where social attributes participate in gameplay has been happening continually previously few years. In the future, there may be more games which are completely social, which is a path worth exploring. Including social attributes to games with strong content will affect the knowledge. Outside the video game, such as reside broadcast, it might be a good help. Part 3. Opportunity to discuss 01 Do you know the fresh possibilities for video game monetization? 89Trillion Candy Chen I may be more optimistic about integrating with e-commerce. One situation is that design components of Design House are integrated with the brand. Addititionally there is Convet Fashion of Glu, which cooperates with brand owners to market clothes. The primary monetization is founded on e-commerce income, and China could have an edge. Because our power and period are restricted, I can't check out Taobao after doing offers. This is a pain point and can be directed at mid-to-high-end individuals. Another situation is a simulated company game, however the developer is a winery. His monetization technique is that players make their very own wines and deliver it offline. Combining on the internet and offline, gaming and e-commerce can be an possibility. Another model may be the sponsor design (such as eating chicken). I think the brand superior ability is much stronger than the user's superior ability. Google Advertising Department The direction of high-quality IP has been tried by many manufacturers, however the ideas of new programmers will vary from the original ones. From the beginning of the IP project, a very complete set of filing, high-high quality production, and team have already been prepared. For example, Angry Birds and Onmyoji produced a movie. But not much has been made, because many IPs have become small. Commercialization can only increase the stickiness of specific niche market users, and the derivatives may be offline routines rather than movies. IP isn't an immediate thing, it takes time to settle down.
NetEase's famous two-dimensional card game-Onmyoji GLU Xu Siyuan We are mainly doing system, location based games. Our revenue will not come from users, but from the cooperation of third-party retail manufacturers. Online and offline promote each other, and online provide you with a gaming experience. The discount codes you may get in the game come from manufacturers. In a few games, the ads of the offline manufacturers are imprinted in the corresponding position in the game. There's room to try. Electric Soul Chang Sheng Wangzhuan's publishing of components has been extremely popular lately, and income has also risen, which might be a income source. There is also a blind box item. I have no idea if there is a market overseas. 02 Where will be the opportunities in the game regional market? Electric Soul Chang Sheng India and Indonesia are usually both areas of concern if you ask me. However, the entire marketplace in India isn't so good now. Politics, competition, and the epidemic are all factors, and the expense of acquiring clients isn't low. I think the Indonesian marketplace is pretty good. The ceiling of the Indonesian marketplace is very high and an individual cost is low, so platform examining can be done. There are some categories that people think aren't suitable for overseas marketplaces, however they have an excellent marketplace in Indonesia, such as Gongdou, and Japan and South Korea also perform well. So that you can try to devote different types and there may be surprises in various markets.
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Branch Li Xiaopeng It is easy to overlook Pakistan, nonetheless it has huge development potential. There are several reasons: 1. It gets the same origin with Indian culture 2. It has a good relationship with China 3. The demographic dividend is big. In order to spend money on the Indian marketplace, you can also appear at Pakistan. And Pakistan's Web infrastructure is quite good, since it is built with Chinese aid. There is also a Middle Eastern marketplace that is becoming more and more well-known. The overseas social products show explosive development. In addition, the growth point of the very casual small video game segment has a 200% development compared to last year, and there are numerous opportunities. Interactive stories Interactive stories are also very interesting. They're aimed at ladies, and women can afford them perfectly.
Interactive Novel-Chang'an Twelve Hours Grand View Funds Wei Haijun We've been in the center of the game layout, in the first round of the re-bet led the shot of Legend of Bow and Arrow (Haibi Network). In my opinion, the children's industry may be very marketable. Take BabyBus, for instance, Tocobaca in the usa has a large earnings but quite low-key. The second is the feminine game industry, and we will concentrate on these two fields. I think there are opportunities for segmentation in game-related communities, nonetheless it is more challenging to get users.
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jac-caenlamer · 4 years ago
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Why interoperability may be the key to future innovation and adoption of blockchain
The writer @Bart Wyatt may be the Director of Solution Architecture at Block.one. He qualified prospects Block.one's core blockchain engineering team. Bart has more than 18 years of knowledge in the IT field. During the past seven years, he has been focused on the advancement of asset tokenization and decentralized identification systems. He's got extensive knowledge in the technical teams of many companies. These teams specialize in personal privacy solutions. System, provable, decomposable encryption evidence, game and marketing technology.
Tribalism offers plagued the blockchain industry for many years. Designers follow specific consensus protocols and defend the technologies that make use of these protocols, no matter their restrictions. These deep-rooted variations are usually slowing the creativity needed to expand blockchain for potential future adoption. The corporate market has only just begun to comprehend the promise of the blockchain, which will be difficult to achieve until the blockchain can communicate and cooperate with each other. To achieve this, developers, businesses, and hobbyists must be able to take advantage of each system rather than be restricted to any one platform because the system developers aren't working together. Blockchain can bring transparency, safety, new incentive versions and data ownership to the world when these features are urgently needed. The new crown pneumonia epidemic offers exposed the degree of fragmentation of the supply chain and how tough it is to coordinate an industry's incentives so that it can act rapidly in a crisis. As mentioned by the planet Economic Forum: "This type of challenge isn't just a technical problem, it is type in motivating ecosystem stakeholders to collaborate, governance, data ownership and business versions." This is a challenge that blockchain might help solve. When we want transparent and auditable governance and technical consensus, we need blockchain. It's been 11 many years since the Bitcoin white papers was released. However, when the planet urgently needs us, the blockchain industry isn't ready yet. why? Human-made barriers such as for example platform lock-in and tribalism possess created needless friction and stifled the core of this movement. Once the blockchain alternative was called, we were captured off guard. One of the biggest lessons of 2020 is that the world needs us to work together-to unite and assistance the perfect solution is of a bigger issue than facing a good island. Although some blockchain-based solutions possess emerged to resolve the epidemic crisis, there's not yet already been a collective reaction. At least not yet. This epidemic isn't over, and you will have events later on that may show us other serious flaws in the machine on which the world depends. The question is, are the various tribes ready to solve main challenges, or will we stay static in our particular niche marketplaces and be content to debate the philosophical minutiae? If we want to make blockchain a significant and important transformative technologies, we have to significantly discuss interoperability. First step Interoperability may be the capability of a number of blockchains to communicate with each other (providing various opinions on consensus versions and source governance). This means that developers can enter information on one chain and also have some influence on another chain. When it comes to the wise contract blockchain essential to resolve large and complicated problems, developers have many selections: entrust proof equity or proof work, public or private chain, licensed or unlicensed, C++ or Solidity, the choice is usually This is a good thing, unless it is difficult to comprehend how to make the right choice, or the incorrect choice can lead to very costly mistakes. Many of these choices are artificially combined and ultimately result in platform locks that are tough to crack. It doesn't need to be in this manner. The code should be the program code. Whether it can be deployed on the system is really a negotiation between the system and the programmer. Essentially, in case you are acquainted with or understand the nuances of Solidity coding or Ethereum wise agreements, you don't have to sacrifice your personal preferences in order to be a part of various blockchain communities. Embracing interoperability indicates empowering developers who have not really adopted your preferred system, and Block.1 tries to inspire our community to get this done. We challenged our community, our developers, and our finest and brightest individuals, asking them to provide support for developers on another system. We inspire our developers to learn the Ethereum Digital Machine from the within out. Therefore, open public blockchains like Telos started to provide plug-in assistance for Ethereum apps. This is a necessary and important first step. Ethereum developers may use the tools and languages ??they are familiar with: they are able to build exactly the same EVM bytecode as the Ethereum-powered blockchain and place it seamlessly into the EOSIO blockchain. Their customers using Web 3.0 can simply switch to a new set of API suppliers as if it were another Ethereum-based blockchain. It must be noted that the ability of Ethereum developers to benefit from EOSIO is just an example. Future journey The blockchain seems to be in a space race. The programmer community will be competing to notice which can get more apps operating on its system, that may process more transactions per second, and which blockchain can position itself as a viable service for business and government customers product. Imagine if crucial gamers pooled their resources to interact to resolve global issues, such as for example changing an aging supply chain during the pandemic, what would be accomplished? Block.1, Telos, Binance, Ethereum, and other companies took important first measures, but we have to see everyone in the market unite to support these solutions. The blockchain continues to be developing. Currently, there is absolutely no global application that can utilize a variety of various blockchain technologies to coordinate their particular benefits. It is vital for leading platforms and talented developers to interact to implement solutions that make it simpler for newcomers to access the blockchain so that the industry can reach its complete potential. EosCannon Good Write-up Collection
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1. Polkadot repricing: a practical overview of chain governance
2. Compare liquidity mining and PoW
3. The application of aggregation theory in DeFi (below)
4. A brief introduction to the essential framework of the ETH + DeFi worth chain (below)
5. Solve typical misunderstandings about Bitcoin (part 2)
6. Should the US federal government create a token-based digital dollar? (under)
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jac-caenlamer · 4 years ago
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Why the even more you play the overall game, the even more valuable the BRC?
Lately, the Baer Chain game ecological platform OASIS (Oasis) was released globally, and the number of registered users exceeded 100,000 within 28 hours of heading online, which has attracted widespread interest at home and abroad. *Why is it so popular? * OASIS's "new striking" benefits have become tempting. Through lucky wheels, restricted airdrops, time-restricted auctions, open-box treasure hunts, etc., registered users have a chance to win up to 10,000 BRC every time they participate, which naturally attracts a wave of customers. However, the opportunity to attract 100,000 and an incredible number of users to really play, in the ultimate analysis, is based on the unique fun of the blockchain video game itself, the even more you play the overall game, the expectation that BRC could be more valuable, and the influence of Baer Chain being an industry evangelist.
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The fun of blockchain games, traditional games can't give
1 In traditional games, LOL equipment could be replaced with chicken-eating equipment. MAY I continue enjoying? Blockchain video games can. What players get in traditional video games can only become embodied in a single video game. Whether in the digital game world or in true to life, they cannot be exchanged openly and equivalently. Transform into real prosperity. Quite simply, no matter how much time and money you devote, whatever you can end up getting are remembrances and feelings. Just like a rented house, regardless of how expensive the lease is, how much time and money it requires to renovate, the value of this house has nothing in connection with you, and everything will undoubtedly be zero after the lease phrase is full. In blockchain video games, any gear, props, etc. that you play could be circulated and traded through the platform token, so that your video game behavior can maximize the value and bid farewell to consumption with no value. That is like buying a house, all your efforts will eventually come back in worth, and there's area for appreciation! OASIS is certainly such a platform that reshapes the value of traditional video games. With BRC because the worth carrier, all the worth behaviors of players in the overall game could be reflected through BRC. It can be mentioned that the happiness that traditional video games give players can also be distributed by blockchain video games, and the happiness that blockchain video games give players cannot be distributed by traditional games. The even more players, the even more valuable the BRC 2 Many people hardly understand why the even more players in the OASIS platform, the more important the BRC? Or simply beginning from the traditional Internet thinking, convinced that the platform has a large numbers of customers, the platform token will naturally be valuable. In fact, the direct impact of OASIS Oasis on the value of BRC comes from two factors: one will be destruction and another will be lock-up. For each video game on the OASIS platform, 10% of the top-up BRC will undoubtedly be permanently destroyed, and 50% will undoubtedly be distributed being an ecological incentive to all or any players until just 21 million are usually left. Because the first video game on the OASIS platform, "Xiuxiandao" destroyed 70714.6 BRC in the initial week of its start. To do a simple arithmetic, a casino game on the OASIS platform burns 70,000 weekly, 100 video games are 7 million, per month is 28 million, and per year will be 336 million. In this manner, the goal of only 21 million pieces left may be accomplished soon.
Moreover, due to the hot start of the OASIS platform and long-phrase optimism concerning the BRC ecological growth, the Dundun Neighborhood Global Alliance announced that it will implement a continuing lock-up mechanism for the BRC recharged because of its video game "Navigator" to strategically invest in the Baer Chain O+ video game ecological alliance. As of November 21, the full total recharge of "THE FANTASTIC Voyager" has been 102,356,900 BRC, which greatly reduced the number of circulation in the secondary market. Things are usually precious. When there are even more players on the OASIS platform, there will be even more BRC recharges, and naturally even more BRC will undoubtedly be ingested or locked up. We can benefit from the long-phrase appreciation of BRC whilst having fun doing offers. Being an industry evangelist, players can trust 3 Being an evangelist in the blockchain video game industry, Baer Chain has been cultivating for several years since the project premiered in 2017, ecological construction in 2018, and ecological worth integration in 2019, and contains recently been at the forefront of the track. At present, Baer Chain has achieved technology priority and brand precipitation, and has a certain moat. The OASIS platform will also open the API user interface and set up the developer ecological alliance "O+", allowing more video game developers to build up and operate video games based on the Baer Chain ecology on the OASIS platform, and jointly create a new era of blockchain video games empire. In addition, the OASIS platform will also open interpersonal and online celebrity live broadcast functions to carry a wider range of traffic. It can be said that the long-term layout of Bell Chain, the center of the king has never changed, and the energy of the king has never been reduced! The OASIS platform based on Baer Chain will be naturally worthy of players' trust and participation!
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jac-caenlamer · 4 years ago
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Why Orchid's "in-app purchase" will be a sport changer for dapp experience?
Just the other day, the Orchid app premiered on the Apple App Store and provided an "in-app purchase" function, which represents a major step forward for the decentralized network agency market towards mainstreaming and large-scale applications. In-app purchases allow people to enjoy all the advantages of Orchid's personal privacy solution without straight using an encrypted wallet. This feature allows people to use fiat currencies, like the U.S. dollar (USD), to experience decentralized applications with no need to individually purchase or trade cryptocurrencies. Which means that individuals can knowledge all the advantages of Orchid's peer-to-peer bandwidth market, just as hassle-free as using other similar (centralized) apps. It is expected that Orchid-a decentralized app based on encryption technology-will be more easily approved by mainstream users.
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In-app purchases may also pave just how for the large-scale application of mainstream encryption technologies. Even though word "in-app purchase" sounds very common, it represents an enormous development in encryption technologies, because people may use various apps based on encryption technologies without being familiar with the underlying mechanism of the blockchain. Different experience In-app purchase is among the essential milestones in Orchid's development. One of the factors why it is difficult to market and use numerous applications based on encryption technologies may be the complexity of app settings and the issue of customers. For example, when there is no in-app purchase function, Orchid requires customers to create a merchant account through some ways, including acquiring Orchid's tokens OXT and ETH, installing a Web3 browser, running smart contracts, and importing keys. It really is considered that those who have spent their applying for grants learning encryption technologies could be more acquainted with this technique, and understand from what extent this method will hinder those who are not familiar with wallets and tokens from making use of decentralized applications. But now, we've in-app purchases. Customers can pay in US dollars and other lawful currencies and get a pre-created accounts without using their very own cryptocurrency to create an accounts. To this finish, Orchid will instantly pre-store an "accounts swimming pool" to allocate fresh makes up about users. This exclusive service is in charge of OXT/ETH wallet management, generating accounts and collecting these accounts collectively. When a user purchases a merchant account, the accounts swimming pool will randomly assign a new account to an individual. In cases like this, with a few taps, everyone having an iOS gadget can download Orchid and browse the Internet while protecting personal privacy. When a user produces a merchant account through in-app purchases, the account will be owned simply by it-the account could have a private key, and through the private key, an individual can share this account in between different devices or between buddies. The only distinction is usually that the accounts can only just be used to get bandwidth on Orchid, as being a gift cards. When they run out of OXT, customers will receive a reminder and will purchase a completely new account. Actually, account funds pre-deposited through in-app purchases may also provide another degree of security, just like "crisis phone calls", these accounts will not have a long-term connection with real-world identities. User experience may be the key to large-scale applications In-app purchases prove the fact that applications related to encryption technologies may also provide customers with a silky simple experience like other products. Customers can make an Orchid accounts and assure their personal privacy when browsing the web without acquiring tokens or recharging funds for the accounts, reducing the threshold for make use of. This is exactly what Orchid apps (along with other encrypted Dapps) have to attain large-scale applications and modification online privacy services. Most of all, Orchid did this without diminishing its core goal of delivering people who have the highest degree of privacy available. Through in-app purchases, Orchid is moving further towards an electronic future based on cryptography.
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jac-caenlamer · 4 years ago
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Ma Qianzu said _ There might have been some misunderstandings about blockchain games before
What is the game? The essence of the game is: the art of passing time supported by high-tech. Thus, the game must 1st be fun and fun. High-tech is a fun way to accomplish it. Only by being full of fun can the time be exceeded more easily. Combining the nature of the game to speak about chain game titles, it can be explained from the viewpoint of three "indeed" and three "no". Say three "nos" first. Some misunderstandings about chain games First of all, games are not financial products. The goal of playing financial loans is one: to make money, but if you only concentrate on income, you'll totally lose the original intention of the game. Combining the nature of the game described above, the game is used to pass the time, so fun is the most essential. It's really not fun to buy something and await the cost to go up and resell it. Many game designers discuss the seven deadly sins of human being nature, so using the characteristics of the blockchain to blindly emphasize that playing games can make money is in fact putting the cart before the horse.
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Secondly, the game isn't a so-called "project" within the chain circle. Quite simply, the game isn't used to concern coins. It really is correct that game gamers are born with the very best acceptance of digital possessions, but this is not the reason why an electronic currency must be released in the game. Especially at the moment, you can easily misunderstand that the game is just a fake shot, and the real goal is to send a coin to harvest a wave of leeks. Therefore if the real purpose is to make the game nicely for customers to play, why bother to provoke suspicion. As the U.S. lawmakers reported in the news headlines recently considered, if Facebook straight adopted Bitcoin rather than having to write-up Libra itself, the result would be "much better." Just as, if you play games purely, the existing native tokens on the public chain are enough to understand the payment functionality, and it is not necessary to issue the coin yourself.
Third, the game isn't dice. Although randomness can be an important assistance for the fun of the game, the game should create the process of random results full of fun and artistry through a variety of packaging, rather than straightforwardly presenting the results to an individual. This is rude and immediate. It is a great destruction of the beauty of the game, and it is hard to be recognized and accepted by actual game players. Having said three things, they can actually end up being summarized into a single. Blockchain games can't be provided the "functions" of the blockchain just because they are built along with the blockchain (in addition these features are not all reasonable). Blockchain games should first end up being games. Just what a chain visit should appear to be First of all, like other styles of games inside the annals of information technology development, the first objective of blockchain games should be to help more common people learn, adapt and accept the blockchain. Stand-alone games have helped us get familiar with computers, online games have helped us get familiar with the web, mobile games have helped us get familiar with the cellular Web, and so on... Blockchain games shouldn't only concentrate on the foreign currency circle and chain circle from the beginning. For customers, it should focus on the general public and shoulder the same historic mission as the predecessors. Secondly, to spell it out the game from an academic perspective, it must provide a well-defined worldview and let the player simply understand and enjoy it, so the player can interact with the game under this worldview and obtain pleasure, and this pleasure happens to be his life experience Not available or especially desire to experience. For instance, "Horseman Move" follows this principle and introduces the planet of horse racing, allowing gamers to use the racecourse such as a actual race owner, cultivate horses, participate in competitions, win prizes, and obtain pleasure. non-e of the processes can be omitted, normally the conversation will not be benign. The best pleasure can be problematic for ordinary gamers to experience in real life, which just displays the meaning of the game.
Third, "de-blockchainization" is specially important for chain games at the moment. It could be strange to say that, since what I am doing is a blockchain game, why should we emphasize de-blockchainization? In fact, this formulation can be an echo of the prior article. You can't point out that chain games must discuss finance, must discuss issuance, must discuss NFT, etc. They are not wrong, nevertheless, you can't blindly pursue these "blockchain functions" and ignore them. The game itself should have the playability and artistry. From an great perspective, blockchain being an infrastructure ought to be invisible to gamers (though it is difficult at the moment), so that makers can concentrate on providing fun games, and gamers can more easily accept the new This content of the gameplay. Thus, a chain game must first solve the issue of whether it's a qualified game, and then it needs to deeply explore what the blockchain can achieve before to help make the game more fun, rather than basically applying "blockchain functions" to The game can be called a chain game. What does blockchain bring to games The most well-known standard definition of large-scale online games in the PC era is MMORPG, Massively Multiplayer Online Role Playing Game, and Massively Multiplayer Online Role Playing Game. Among them, the pioneering function is "Network Genesis" released in 1997. It really is usually called "UO", which is the abbreviation of its English name Ultima Online. The developer Origin is a generation game player, and the publisher is the aspect game industry. Years of enduring giants-EA, Electronic Arts. And the most well-known function in MMORPG is "World of Warcraft", which recently launched the nostalgic service. The developer is the number one get better at of the game business in the Computer era-Blizzard Entertainment, known as glass slag.
World of Warcraft Classic Nostalgia The definition of MMORPG should be considered in two parts. The RPG in the second half is a standard game classification. There are also numerous RPGs in stand-alone games. This is simply not the concentrate of the article. The MMO in the first half refers to the new vitality injected into the game by the web. Massively-large-scale, different from the past few individuals in the neighborhood area system, online games are performed on the scale of hundreds of thousands of people together, but also refers to the game's planet view, gameplay, and articles are relatively complex. Multiplayer-Multiplayer, as mentioned above, many people play jointly, rather than adventure by yourself. Online--Online, this is the core part. MMORPG creates a virtual planet that continues to operate. Even if the ball player ends the game, the virtual planet continues to use in the main server, other gamers can continue to participate. To place it another method: numerous gamers and players may fully exchange info through system interconnection inside MMO, and then create this generation of immortal game types. Because this sort of gameplay is more pleasurable than playing on your own or enjoying CS or StarCraft in the LAN. As the blockchain technology matures, the network which we live will gradually evolve from the web of Information to the web of Value. As a decentralized distributed accounting technology, blockchain may bring the most core things to games. It really is trust. Because the first data can't be tampered with, the second smart contract is immediately executed. From information tranny to trust tranny, this can make the creation and operation of games undergo deeper modifications, and a larger-scale division of labor can be carried out than previously. The complete game ecology has become unprecedentedly fair and simply, and between game producers and gamers The status of between can also be completely equal. As game practitioners, the only thing we need to do is to actively embrace such changes. Before blockchain technology is accepted on a large scale, this type of faith is difficult to speak about. Even very companies like Facebook will be questioned, let alone startups. Because trust can't be disappointed, complete openness is the greatest choice. Therefore MMO will evolve into MMC in this fresh era-Massively Multiplayer Cooperation, a massively multiplayer cooperative game.
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