#Global Industrial PC Market
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idk how to say this but the Black Myth: Wukong contrevesy kinda reeks of mistranslation issues, as alot of the language used in the weibo posts read more crude than sexist, at least from my perspective as someone who is chinese diaspora.
I always have an issue with people trying to argue a valid point having to resort to shitty translation/manipulated translation/mtl'd work to get the point across with little to no understanding of culture or context in which the language was used. Still pretty crude language and veru unprofessional though, and the the "feminist propaganda" is still weird tho, but idk if that document is legit or not cus no one has been able to definitely prove it to be true, so i'll leave my judegment until then.
A bit sad cus having a triple A game coming out of China to the global market is a very big achievement and the game looks quite polished for something developed indie. Won't be able to play it mainly cus i don't own a PC or a PS5 (broke).
Also dislike the fact that actual bigots latched onto this game as a paladin against the "woke left", which makes trying to argue anything nuanced difficult as you're for or against them. Feels like picking teams and makes discussion difficult to do online.
Also there seems to be a double standard between this indie company from China and the other gaming companies in the "west" (idk how best to describe it) when it comes to misconduct. could be wrong tho i'm not super familiar with the industry.
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South Korea's 'Gaming Kingdom' Falling Apart Due to '쌀먹' and 'Gacha'
Economy insight
CULTURE AND BIZ
published October 4th 2024 this I thought was just an interesting opinion and analysis of the Korean gaming industry which heavily features critique on gacha. it is originally in Korean and has been mtl and edited into english so it’s not going to be a 1:1 but the very basic info should be there. If you see any discrepancies please lmk and I’ll edit it asap. Thanks for your help and understanding everyone
South Korea was once known as a gaming powerhouse; it was a term that frequently described the nation’s gaming industry. Even today, games are the leading export in South Korea’s content industry. As of 2022, South Korea’s game export revenue reached $8.9 billion (around 12 trillion KRW), which accounts for more than 67.8% of the country’s total content exports.
Globally, South Korea's status remains strong in the gaming industry, ranking 4th after the U.S., China, and Japan in a global market worth 282 trillion KRW. Though there have been fluctuations over the years, South Korea has maintained this position since the early 2000s. From a numbers perspective, South Korea still stands as a gaming giant.
However, if you listen to voices from within the industry, the phrase "gaming powerhouse" is hard to come by. A brief look at industry trends reveals concerns about a crisis: "The South Korean gaming industry is in trouble" or "There's no more innovation." Why is it that despite boasting a much larger export volume and market size than K-pop or K-drama, the core of South Korea's content industry, gaming, faces such grim assessments?
Broken growth caused by an incorrect business model (BM)
The key to South Korea's gaming industry growth was PC online games, which spread with the high-speed internet boom in the early 2000s. At a time when other countries were settling into arcade or home console markets, South Korea entered the PC online gaming sector—a move that turned out to be a masterstroke. With a fast market entry ahead of other nations, South Korea took the lead, pioneering its own paradigm. But today, the industry is struggling to even maintain its domestic market, losing ground to countries like China.
Everyone in the industry knows why. The unique business model (BM) of the South Korean gaming industry, particularly the trade of game items, is seen as a major obstacle to growth. The term “rice farming” (쌀먹- note I went thru a bunch of translations of this and this is the one that I thought made the most sense in context.. if you know the actual set in stone translation lmk)—a slang term meaning “making money by selling game items”—reflects how making money through games has become a major reason for gamers' choices. Currently, 60% of the South Korean gaming industry's revenue comes from in-game item trades, showing how central this model has become.
The core of "rice farming" is the sale of in-game currency or items that allow players to save time on gameplay. Game companies have capitalized on this psychology, introducing probability-based items, also known as "gacha." Gacha, a system similar to a lottery, can reward players with rare items but is also highly risky. The system is often regarded as being close to gambling.
The gaming industry has desperately tried to conceal the fact that probability-based item models have elements of gambling or promote a gambling mindset. If public opinion were to focus on the gambling-like nature of these models, it could literally lead to the downfall of the entire industry. Since this "goose that lays the golden eggs" brings in massive profits easily, no one has been willing to sacrifice it, even though everyone knows it's a problem, making it difficult to change.
The issue is that this culture has dominated the South Korean gaming industry for a long time, severely damaging the overall diversity and competitiveness of the industry. The current crisis stems from a decline in trust in the gaming industry as a whole, following multiple allegations of manipulated probability-based items, which has subsequently led to a decrease in revenue.
Instead of focusing on enhancing gameplay or user services, companies have drawn in users solely with gambling elements, while users, motivated by the desire to make money, approach these games with a gambling mentality. This dangerous dynamic is the main reason why the gaming industry is in its current crisis. The fixation on a flawed business model has led to distorted growth, and the industry has so far stubbornly ignored the issue.
It’s not that there haven’t been calls for change. Many in the industry have been raising alarms, warning that continuing down this path will eventually lead to a collapse. However, market forces often silenced these voices. By 2023, the festering issues that had been ignored for so long have now grown into an irreversible cancer.
Today, Korean games are no longer judged by their content but by how well they incorporate gambling-like elements. One might wonder how this is any different from Japan's national gambling game, pachinko. This is the current state of South Korea’s gaming industry. What's even sadder is that all of this is a result of game developers knowingly turning a blind eye to the situation, blinded by short-term profits.
A Gaming Industry that Talents Ignore
Beyond the distorted growth caused by flawed business models, there are numerous warning signs for the Korean gaming industry. The most noticeable problem is the significant decline in competitiveness when it comes to developing new games. Recently, it has become increasingly difficult to find new Korean games making a mark in either the global or domestic markets. This issue has worsened since the gaming paradigm shifted to mobile platforms. In 2022, only one Korean game made it into the global top 10 for mobile game revenue. The domestic revenue rankings tell a similar story, with most of the top 10 games being either Chinese titles or mobile versions of games that have been in service for over 20 years. This clearly shows the lack of competitive new game releases.
Experts point to the distorted personnel structure of current game development companies, where decision-making is dominated by professional managers who often lack a deep understanding of games. They highlight that Korea's game development culture is plagued by rigid hierarchies and processes, rather than fostering individual developers' creativity.
Survey data shows that the average tenure of employees in the Korean gaming industry is only 2.8 years, and six out of ten game developers express dissatisfaction with their current working conditions. This stands in stark contrast to the foreign gaming industry, where passionate developers drive innovation with fresh ideas. The so-called "crunch culture," where overtime and late-night work are expected, is another major factor hindering the progress of Korean game development. The high workload, compared to other IT sectors, causes talented workers to gravitate toward other industries, leaving game development behind. This is not just a problem of individual developers' working conditions; it poses a structural threat to the future of the Korean gaming industry. Unless the industry escapes from its stagnant development culture, a resurgence for Korean games will be difficult.
The rapid pace of technological change surrounding games has also intensified the sense of crisis in Korea's gaming industry. When it comes to adopting and utilizing emerging technologies that drive next-generation gaming trends, such as the metaverse and blockchain, Korea has fallen significantly behind leading nations. The power that once positioned Korea at the forefront of game innovation seems to have all but vanished.
Industry insiders unanimously agree that the root cause lies in the complacency of game developers, who prefer to take the easy route and prioritize making quick money over embracing new challenges. This results in the industry circling back to its distorted business models. Looking at this trajectory, it's no surprise that concerns are growing over whether the Korean gaming industry can maintain its past glory in an increasingly competitive global market.
The Last Golden Time
For the South Korean gaming industry to recover, fundamental innovation is needed. The focus must shift from aggressive commercialization to delivering the intrinsic value of games—fun, emotion, and immersion. A drastic change in game design philosophy is required, prioritizing enjoyable experiences over pushing players toward in-game purchases.
Additionally, a flexible, autonomous development structure that values creativity must take root. Only in such an environment can future hit games emerge. Risky and innovative attempts should be encouraged, even at the cost of failure. More companies need to embrace new technologies and genres.
The road to reclaiming South Korea’s status as a gaming powerhouse will not be smooth, but if the industry collectively prioritizes the essence of gaming and takes one step at a time, the path to revival can open. Now is the last golden opportunity for the industry to unite for its future.
#South Korea#korean gaming industry#gacha games#cookie run#for the photo up top#Analysis#Article#Long post#nexon#devsis#nikke#limbus company#blue archive#Maplestory#sorry I need these to reroute to this article bc it’s related
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One thing regarding videogame consoles in Campoestela is that by the time it takes place ("500 years after Gagarin") most physical videogame consoles, cartridges, disks, etc. are degraded to be unusuable except for those carefully preserved in museums and antique societies (and there must be countless online games that are just... lost). Most, or rather all games from our current console era(s) are preserved in emulation. Another thing that is always a theme in Campoestela, however, is cultural and species diversity, it's a setting with hundreds (thousands?) of different sentient species and each with their own countless languages and cultures. Things like that are common in Campoestela, most common use things like clothes, electronics, utensils, tools, have to be made with many species in mind and are often tailored, like going to a spacesuit tailor, an electronicman, etc
While this removes the idea of my characters rummaging through street markets in search of ancient videogames, it does open some interesting possibilites. So instead of mass-produced standarized consoles, videogaming in Campoestela resembles building a PC, except even more artisanal because you have to factor anatomical differences... someone like Ragua could work with a human controller "fine", but come on, you do like REAL gamers do and go to your local electronics shop in the big space station and ask them to build a controller and console for you. This has bearing in the plot because Ragua was a cringefail gamergirl in her ancient precursor civilization, and besides being thrown into an unknown time away from everything and everyone she ever knew, she's also concerned all her favorite fandoms and videogames are now only known to archeologists, if that. So she is trying to learn what kind of 'future' videogames are there (the graphics suck so much).
In the separate Biopunk Future setting (2143, more 'realistic' even with the talking dolphins), consoles are still produced, even if Sony, Nintendo and Microsoft are long gone by successive global economic crises. In this setting, WW3 and the Ecocide managed to devastate global industries and telecommunication, lots of things preserved in the internet were lost and people are acutely aware of it, making physical media more important than ever. Melanie (the communist catgirl) was raised by her grandparents in one of the shops that dedicates precisely to recovering and emulating old media, with an especial focus on nerd and otaku culture. And that's one of the reasons why she's Like That. Overall, electronics have also taken in a more modular and conservative bent (almost back to brick phones), since the era of global commerce is reaching its twilight and society prefers things that are cheap and last long instead of flashy. Retro videogames are very much in, and since many characters have entered public domain and people are nostalgic for an era where things were simpler and half of the biosphere didn't die, there is a retro wave in the past decades. There was an era around the mid 21th century were lots of people were hooked to VR and AI characters and it was considered a global health crisis, but that was stupid and we don't talk about it.
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By Mana-sama
Nostalgic Game Inferno
The Xbox, which I will be discussing this time, made a striking impression with its beautiful, green-glowing icon that was visible beyond the earth sliced by an "X."
When the announcement of a new hardware invasion from America came i was excited back in 2002. At the time of the Xbox's arrival, the gaming market had seen Sega's Dreamcast defeated, while Nintendo's N64 and GameCube were struggling. The market had become a stronghold for Sony, led by the PS2.
Speaking of the PS2, it had a significant advantage with its DVD playback function. Even though the DVD market wasn’t established yet, the ability to play games and watch DVDs was quite impressive… Sony’s strategy was ahead of its time. Then, Microsoft which had dominated the global PC market launched an attack on the firmly established PS2 empire from across the sea! "Microsoft's game entry with immense wealth. They must be a terrifying enemy for Sony," I shivered at the thought.
The reason I felt this way was due to my encounter with the "ATARI 2600" from the American company Atari. I recall when I was still a young child. At a time when even the Famicom hadn’t been born yet I was familiar with games through a system at toy stores where I could play for a few minutes by inserting 50 yen. Despite being in such an era, the price of the ATARI 2600 was around 60,000 yen. It was an astonishingly expensive item for a child, and of course, I couldn’t get one. In the midst of this, the infamous "Atari Shock" occurred leading to Atari's downfall! This created a dark history in the gaming market with its collapse.
Now, back to the Xbox's invasion of Japan. The advertising campaign was tremendous. Leading up to its release, Shibuya was dyed in Xbox colors, creating a huge buzz! My first encounter with the actual Xbox was during an interview with Famitsu about the Xbox. I visited the Famitsu editorial department to be interviewed and got to see the console before its release!
As a result, the first American attempt at entering Japan ended in failure. Strictly speaking, it wasn’t the first attempt, but let’s leave it at that for now.Then, in 2002, a time leap occurred, marking the start of America’s third attempt at entering Japan with the black ship Xbox.
Why is it the third attempt? Because the 3DO, which I love dearly and discussed in the first installment of this series, attempted its second entry in 1994. Some might think it’s a Japanese-made game console since it was released by Matsushita Electric Industrial in Japan, but in reality, the 3DO is American-made. Japanese companies had licensing agreements with the "3DO standard."
Now, getting a bit sidetracked—my first impression of that black, square object was striking. It felt substantial, and a line forming an X ran across the middle. Inside it was a semi-transparent green dome of the Xbox, which gave it a presence that made me think, "This is really cool!" and I couldn’t help but shout that in my heart.
The only disappointment was that the green dome didn’t light up. If it had lit up, it would have been perfect. That said, the original Xbox is one of my favorite consoles.
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The 1990s was a pivotal decade for geek culture, solidifying many of the trends and franchises that continue to influence pop culture today. Here's an exploration of the various facets of geekdom in the 90s:
Video Games
The 1990s were a golden era for video games, seeing the rise of iconic franchises and gaming consoles.
Consoles and Games:
Super Nintendo Entertainment System (SNES) and Sega Genesis were at the forefront of the early 90s gaming scene. Classics like "The Legend of Zelda: A Link to the Past," "Super Mario World," and "Sonic the Hedgehog" became household names.
The mid-90s introduced the Sony PlayStation and the Nintendo 64. Games like "Final Fantasy VII," "Metal Gear Solid," "Super Mario 64," and "The Legend of Zelda: Ocarina of Time" revolutionized the industry with their storytelling and 3D graphics.
PC Gaming:
The rise of PC gaming brought titles like "Doom," "Quake," "Warcraft," and "Starcraft," which laid the groundwork for modern first-person shooters and real-time strategy games.
The introduction of the CD-ROM allowed for more complex and graphically intense games, expanding the possibilities of game design.
Comic Books and Graphic Novels
The 90s was a transformative period for comics, marked by a combination of innovation and market upheavals.
Marvel and DC Comics:
Marvel experienced a surge in popularity with the introduction of new characters like Deadpool and the significant events like the "X-Men's Age of Apocalypse" and "Spider-Man's Clone Saga."
DC Comics shook the world with storylines such as "The Death of Superman" and "Batman: Knightfall."
Independent Publishers:
The formation of Image Comics by former Marvel artists brought a wave of creator-owned series like "Spawn," "The Savage Dragon," and "WildC.A.T.s."
Vertigo, an imprint of DC, produced critically acclaimed titles such as "Sandman" by Neil Gaiman and "Preacher" by Garth Ennis, pushing the boundaries of mature storytelling in comics.
Science Fiction and Fantasy
The 90s were a golden age for science fiction and fantasy, both in literature and on screen.
Television:
"Star Trek" had a strong presence with "The Next Generation" continuing its success, followed by "Deep Space Nine" and "Voyager."
"The X-Files" became a cultural phenomenon, blending science fiction with horror and conspiracy theories.
"Buffy the Vampire Slayer" redefined the fantasy genre on television, combining teenage drama with supernatural elements.
Movies:
Blockbuster franchises like "Jurassic Park," "The Matrix," and "Men in Black" showcased cutting-edge special effects and imaginative storytelling.
The re-release of the original "Star Wars" trilogy in special editions prepared the groundwork for the much-anticipated prequel trilogy.
Anime and Manga
The 90s saw the global explosion of anime and manga, making Japanese pop culture a mainstream phenomenon.
Anime:
Series like "Dragon Ball Z," "Sailor Moon," and "Pokémon" became immensely popular worldwide, introducing many to the world of anime.
Films by Studio Ghibli, such as "Princess Mononoke" and "My Neighbor Totoro," received critical acclaim and international recognition.
Manga:
Manga series like "Naruto," "One Piece," and "Berserk" began their runs, setting the stage for long-lasting popularity.
The publication of "Shonen Jump" in English brought many of these series to Western audiences.
Role-Playing Games (RPGs)
The 90s were a significant decade for tabletop RPGs, with many classic games being developed and popularized.
Dungeons & Dragons:
The release of the second edition of Advanced Dungeons & Dragons (AD&D) in 1989 carried through the 90s, with campaigns like "Planescape" and "Dark Sun" becoming fan favorites.
Other RPGs:
"Vampire: The Masquerade" by White Wolf Publishing introduced the World of Darkness, a setting that offered a dark, gothic-punk alternative to traditional fantasy RPGs.
The cyberpunk genre was well represented by games like "Shadowrun" and "Cyberpunk 2020," capturing the gritty, high-tech, low-life aesthetic.
Collectibles and Trading Card Games
The 90s witnessed the birth and explosion of collectible card games (CCGs), with "Magic: The Gathering" leading the charge.
Magic: The Gathering:
Created by Richard Garfield and released by Wizards of the Coast in 1993, "Magic: The Gathering" became a groundbreaking and immensely popular game, sparking a new industry of collectible card games.
Pokémon:
The Pokémon Trading Card Game, released in 1996, quickly became a massive hit alongside the video games and TV series, contributing to the global Pokémon craze.
Internet and Technology
The rise of the internet in the 90s played a crucial role in shaping geek culture.
Early Internet Communities:
Bulletin board systems (BBS), forums, and newsgroups like Usenet allowed geeks to connect and share their interests in ways that were never before possible.
The creation of fan sites and the use of IRC (Internet Relay Chat) facilitated the growth of online communities dedicated to various fandoms.
Technology:
The proliferation of personal computers and the advent of the World Wide Web democratized access to information and entertainment, allowing geek culture to flourish and expand globally.
In conclusion, the 1990s were a transformative decade for geek culture, characterized by the rise of influential media, the advent of groundbreaking technology, and the growth of vibrant communities. The era laid the foundation for many of the trends and franchises that continue to shape geekdom today.
#90s tv shows#90s aesthetic#90s fashion#90s anime#90s music#90s nostalgia#1990s#vhs#nineties#90s movies
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Experience FACEMINER: Play the Demo on Steam and itch
FACEMINER Demo releases for the story driven management sim game on Linux, Mac, and Windows PC. This success can be attributed entirely to the skilled team at Wristwork. Available to play on both Steam and itch. If you're into trying out a demo, you might want to check out FACEMINER. The release from the creative team at Wristwork gives you a chance to play right away. This early look lets you take on the first 45 minutes of what the full Linux release has to offer. The FACEMINER demo is takes place in a time when people were optimistic about technology in the '90s. It's not just about having fun; it's also about managing a complex setup where you build a system for processing biometric data. Think of it as starting from zero and working your way up to creating a huge network. Due to collect a huge amount of data about people's facial features. You'll be in charge of upgrading your equipment and systems. While managing a storage facility, and even getting involved in some sketchy deals to offset carbon emissions. All of this is wrapped up in an old-school corporate software setting. Which also adds a unique twist to your tasks.
FACEMINER - Demo Launch Trailer
youtube
The challenge here isn't just about building and expanding your setup. You also have to handle the pressures of working within a company and dealing with competitive market forces. Your goal is to become a top player in the industry of facial data. All while improving your skills from basic data sorting to full scale automation. The FACEMINER game demo pushes you into scenarios where you have to manage crises. Such as running out of storage or dealing with server issues. All while keeping an eye on the broader impact of your actions, like global warming. These elements make each decision vital as you aim to avoid a game ending disaster. Moving up in your career means learning and mastering faster ways to process and sell this data. It's a tough world where every choice can have big outcomes. Alex Taylor, the studio lead, explains that the project started as a research project focused on the environmental toll of massive cloud computing setups. The FACEMINER demo uses the concept of rapid growth to demonstrate how competitive and expansive this field can be. While showing the huge scale and high stakes involved in modern data handling and AI training. So, if you're apt to a management sim that challenges you to think. Including your outlook on technology, data, and environmental issues all at once, the FACEMINER demo would be be worth a look. It's not just about playing; it's about taking on and managing a complex, high stakes settings. Available to play on both Steam and itch. The full release is due in Q4 2024 on Linux, Mac, and Windows PC.
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The 2022 DRAM Module Supplier of the Year is Kingston Technology
Kingston Technology created 2022 DRAM Module Supplier of the Year
Commanding the Market: Kingston’s Unassailable 78.12% Market Share
In a resounding affirmation of its industry prowess, Kingston Technology Company, Inc.’s affiliate stands tall as the paramount third-party DRAM module supplier for 2022. The latest revenue-based rankings by TrendForce unequivocally place Kingston at the zenith, boasting an astounding 78.12% market share, with a revenue totaling $13.5 billion USD. This achievement not only cements Kingston’s top-tier status but also marks an unparalleled 20-year reign as a recognized world leader.
A Decades-Long Reign: 20 Years at the Pinnacle
The enduring success of Kingston Technology is underscored by its two-decade-long dominance in the DRAM module sector. The company’s unbroken streak at the forefront speaks volumes about its unwavering commitment to excellence and innovation.
TrendForce Report: A Global Recognition of Kingston’s Supremacy
The accolades bestowed upon Kingston in the TrendForce report are a testament to its resilient performance in the face of a challenging market. Despite a 4.6% year-over-year decline in DRAM module sales industry-wide, Kingston’s revenue experienced a marginal dip while solidifying its position as the global leader.
The Power of Brand Scale: Kingston’s Robust Strategy
Consumer buying trends for electronic products encountered headwinds from high inflation, impacting several market players. However, Kingston’s robust brand scale and a comprehensive product supply chain acted as a shield, mitigating the decline and preserving its preeminence in market share rankings.
Market Landscape: Kingston’s Commanding Presence
The report reveals that the top five memory module houses globally accounted for a staggering 90% of total sales in 2022. Kingston, with its dominant market share of 78.12%, emerges as the indisputable leader. The chart below, sourced from TrendForce, outlines the rankings of the top 10 DRAM module suppliers in 2022.
Innovation Beyond Boundaries: Kingston’s Product Evolution
In 2022, Kingston’s award-winning Kingston FURY Beast DDR5 and Renegade DDR5 memory modules underwent a transformative redesign. The introduction of white heat spreaders offers users the freedom to choose the color that best aligns with their individual style. In an era where system aesthetics matter, Kingston provides modules that complement both traditional all-black systems and the burgeoning trend of all-white PCs.
Insights from Kingston: Navigating a Demanding Business Landscape
Iwona Zalewska, DRAM Business Manager at Kingston, EMEA, reflects on the 2022 findings from TrendForce. “The findings not only highlight Kingston’s ongoing expansion and adaptability but also underscore our resilience and significance within the industry,” she remarks. “Maintaining our top position for the 20th consecutive year is a testament to our enduring dominance.”
About Kingston Technology Europe Co LLP
Kingston Technology Europe Co LLP, alongside Kingston Technology Company, Inc., operates within the same corporate group. Kingston stands as the world’s largest independent manufacturer of memory products. From big data solutions to laptops, PCs, and IoT-based devices like smart and wearable technology, Kingston plays a pivotal role in delivering the technology that shapes our daily lives. The world’s foremost PC manufacturers and cloud-hosting companies rely on Kingston for their manufacturing needs, showcasing the trust placed in Kingston’s passion-fueled technology.
Read more on Govindhtech.com
#DRAM#KingstonTechnology#KingstonTechnologyCompany#DRAMmodule#fivememory#KingstonFURY#BeastDDR5#PCs#DDR5memory#technews#technology#govindhtech
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DITSA DJC DOE Dolch domestic Domination DRA DREC DREO DSD DSS Duress DynCorp E911 e-cash E.O.D. E.T. EADA eavesdropping Echelon EDI EG&G Egret Electronic ELF Elvis Embassy Encryption encryption enigma EO EOD ESN Espionage espionage ETA eternity EUB Evaluation Event executive Exon explicit Face fangs Fax FBI FBIS FCIC FDM Fetish FINCEN finks Firewalls FIS fish fissionable FKS FLAME Flame Flashbangs FLETC Flintlock FLiR Flu FMS Force force Fort Forte fraud freedom Freeh froglegs FSB Ft. FX FXR Gamma Gap garbage Gates Gatt GCHQ GEO GEODSS GEOS Geraldton GGL GIGN Gist Global Glock GOE Goodwin Gorelick gorilla Gorizont government GPMG Gray grom Grove GRU GSA GSG-9 GSS gun Guppy H&K H.N.P. Hackers HAHO Halcon Halibut HALO Harvard hate havens HIC High Hillal HoHoCon Hollyhock Hope House HPCC HRT HTCIA humint Hutsul IACIS IB ICE ID IDEA IDF IDP illuminati imagery IMF Indigo industrial Information INFOSEC InfoSec Infowar Infrastructure Ingram INR INS Intelligence intelligence interception Internet Intiso Investigation Ionosphere IRIDF Iris IRS IS ISA ISACA ISI ISN ISS IW jack JANET Jasmine JAVA JICC jihad JITEM Juile Juiliett Keyhole keywords Kh-11 Kilderkin Kilo Kiwi KLM l0ck LABLINK Lacrosse Lebed LEETAC Leitrim Lexis-Nexis LF LLC loch lock Locks Loin Love LRTS LUK Lynch M5 M72750 M-14 M.P.R.I. Mac-10 Mace Macintosh Magazine mailbomb man Mantis market Masuda Mavricks Mayfly MCI MD2 MD4 MD5 MDA Meade Medco mega Menwith Merlin Meta-hackers MF MI5 MI6 MI-17 Middleman Military Minox MIT MITM MOD MOIS mol Mole Morwenstow Mossberg MP5k MP5K-SD MSCJ MSEE MSNBC MSW MYK NACSI NATIA National NATOA NAVWAN NAVWCWPNS NB NCCS NCSA Nerd News niche NIJ Nike NIMA ninja nitrate nkvd NOCS noise NORAD NRC NRL NRO NSA NSCT NSG NSP NSWC NTIS NTT Nuclear nuclear NVD OAU Offensive Oratory Ortega orthodox Oscor OSS OTP package Panama Park passwd Passwords Patel PBX PCS Peering PEM penrep Perl-RSA PFS PGP Phon-e phones PI picking
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Girl Games Network #2 (31/5/23)
Welcome back to the Girl Games Network Newsletter, a weekly roundup of games industry news and releases aiming to highlight the female and non-binary people working in games.
Summer Games Done Quick Returns!
From the 28th May to 4th June, 2023 the annual speedrunning fundraiser Summer Games Done Quick is back on Twitch raising money for Doctors Without Borders. Many of the runs are taking place at the Hilton Minneapolis, Minnesota for in-person attendees and VOD recordings of the runs can be found on GDQ's YouTube page afterwards.
Some runs and runners of note this time include :
31/5 Shadow the Hedgehog - Gamecube by MetalMedB (Glitchless Bidwar)
1/6 Golf It! - PC by Nichole Goodnight & Bathinjan (Classic First 5 Maps 100% Race)
1/6 Give Me Toilet Paper! - Switch by Asuka424 (Hand%)
2/6 VVVVV - PC by Metroid Crime (Any% Glitchless)
2/6 Pokémon Colosseum - Gamecube by Swiftalu and Sparkle (Any% Race)
3/6 Fire Emblem Engage - Switch by Claris (Any%)
4/6 Super Mario Maker 2 - Switch by TheRileyC, Aurateur, PangaeaPanga, TanukiDan, Shoujo, Caspur189, LilKirbs and Thabeast721 (Relay Race)
In addition to SGDQ, GDQ hosts charity speedruns throughout the year and gives a spotlight to female and non-binary runners in their Frame Fatale events. On-site and remote volunteer registration for the next FF event "Flame Fatales'' will be open from the 9th-17th of June if this week's show inspires viewers to contribute.
As with every GDQ event for the last six years, programmer and artist lexyeevee (Fox Flux Deluxe) is hosting a game jam concurrently on itch.io, this time called "Games Made QVIICK??? HD REMIX", which will be running until the 5th of June.
https://gamesdonequick.com/schedule
https://www.twitch.tv/gamesdonequick
https://eev.ee/
https://itch.io/jam/games-made-qviick-hd-remix
Super Free Games Faces Gender Discrimination Lawsuit
Former Super Free Games (Word Collect) employee Haley Bowman (Sonos) filed a lawsuit in the San Francisco Superior Court on the 11th of May, 2023 against the company for gender discrimination, unequal pay and being terminated while pregnant.
Super Free Games, formerly known as Super Lucky Games is a word and trivia game developer owned by the Stillfront Group and based in California with global remote employees, mostly across America. Although their careers page boasts a "flat management model" and insists on valuing a work-life balance, Bowman's case alleges "cronyistic" hiring practices, backed up by an anonymous former employee's review on Glassdoor.
In 2022, a Marketing Department Reduction in Force Committee was established at SFG and asked Bowman to leave her managerial marketing position for a position with a 20-26% pay cut in production on the grounds that she "had poor communication issues and created a level of mistrust with UA [the User Acquisition Team]". In her case, Bowman has said that there were no issues between her and UA. When she refused to take the cut and role change, she was terminated two months into a pregnancy she alleges SFG knew about and that her firing was falsely presented as a workforce reduction externally.
In addition to this, the lawsuit alleges an "unmistakable bias" against women, who make up less than a third of SFG, often being excluded from important meetings and social opportunities. Bowman also was not consulted on the marketing decisions that were key to her role in the Marketing division. SFG have not made any statements regarding the case as of two weeks after the filing.
https://www.cbsnews.com/sanfrancisco/news/discrimination-lawsuit-filed-against-san-franciso-game-developer/
https://superfree.com/careers/
https://www.gamesindustry.biz/super-free-games-receives-lawsuit-that-alleges-biases-against-women
https://www.linkedin.com/in/haley-bowman/
https://www.glassdoor.com/Reviews/Employee-Review-Super-Free-Games-RVW55119549.htm
https://www.stillfront.com/en/stillfront-group-acquires-super-free-games-a-leading-developer-of-casual-word-games/
News of Note :
Excellent fan-art of a new Zelda NPC https://www.tumblr.com/koyoriin/718151838948573184/so-she-might-not-be-a-major-character-but-violynne
Bandcamp United formed after a 31-7 vote by eligible Epic Games-owned Bandcamp employees https://linktr.ee/bandcampunited & https://blog.bandcamp.com/2023/05/19/bandcamp-and-bandcamp-united-release-joint-statement-on-union-vote/
Layoffs at Brace Yourself Games (Crypt of the NecroDancer) https://www.gamedeveloper.com/business/report-brace-yourself-games-lays-off-half-its-staff and Deck Nine Games (Life is Strange : True Colours) https://www.gamedeveloper.com/business/life-is-strange-dev-deck-nine-games-hit-with-staff-layoffs
Gizmodo interviewed Patricia Summersett, Zelda's English Voice Actor https://gizmodo.com/zelda-tears-of-kingdom-patricia-summersett-interview-1850440189
A reminder of how easily companies can scrub out the name of some of their biggest contributors https://twitter.com/WeAreJoel/status/1661172665980276737
Playstation enters a partnership with the Women's National Basketball Association https://sonyinteractive.com/en/press-releases/2023/playstation-and-wnba-announce-multi-year-partnership/
COO of board game publisher Alderac makes sexist comments after designer Elizabeth Hargrave pointed out the gender disparity of the industry https://kotaku.com/board-game-sexism-women-designers-representation-1850472739
"Get in the Car, Loser!" lead developer Christine Love is getting back into streaming https://www.twitch.tv/christine_love
Guild Esports and Sky UK (TV broadcaster) launch their No Room For Abuse campaign to prevent women being harassed when playing online https://www.gamesindustry.biz/guild-and-sky-uk-launches-no-room-for-abuse-campaign
Marvelous Showcase announces two new Story of Seasons and Rune Factory game in development https://www.youtube.com/watch?v=ZMa-Aj3yF4g
Actor Grace Van Dien joins esports group FaZe Clan https://twitter.com/FaZeClan/status/1661809830221283347
Coming attractions :
Summer Games Fest returns online and in-person at the YouTube Theater, Los Angeles 8/6 https://www.summergamefest.com/
15/6 deadline to apply to the Canada Media Fund for up to $450,000 CAD for VR and AR projects https://cmf-fmc.ca/news/canada-and-france-launch-new-joint-incentive-for-virtual-and-augmented-reality-projects/
GDC Showcase 27-29/6 (book tickets before June to save $40) https://gdconf.com/
Thanks for reading this week's instalment and thank you for your patience - I'm not entirely settled on publishing these on Sundays yet as I find my feet with this. Also I'd initially wanted to write about the internal controversy that's come up from Grace Van Dien joining FaZe Clan, so I'd delayed this a little to try to do it justice, but the story's still developing, so look forward to a report on it next time!
#girlgamesnetwork#video games#women in gaming#women in games#games done quick#gdq#sgdq2023#game news#newsletter#speedrun
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Video games
Video games, also known as computer games, are electronic games that involve interaction with a user interface or input device – such as a joystick, controller, keyboard, or motion sensing device – to generate visual feedback. This feedback mostly commonly is shown on a video display device, such as a TV set, monitor, touchscreen, or virtual reality headset. Some computer games do not always depend on a graphics display; for example, text adventure games and computer chess can be played through teletype printers. Video games are often augmented with audio feedback delivered through speakers or headphones, and sometimes with other types of feedback, including haptic technology.
Video games are defined based on their platform, which include arcade video games, console games, and personal computer (PC) games. More recently, the industry has expanded onto mobile gaming through smartphones and tablet computers, virtual and augmented reality systems, and remote cloud gaming. Video games are classified into a wide range of genres based on their type of gameplay and purpose.
The first video game prototypes in the 1950s and 1960s were simple extensions of electronic games using video-like output from large room-size computers. The first consumer video game was the arcade video game Computer Space in 1971. In 1972 came the iconic hit arcade game Pong, and the first home console, the Magnavox Odyssey. The industry grew quickly during the golden age of arcade video games from the late 1970s to early 1980s, but suffered from the crash of the North American video game market in 1983 due to loss of publishing control and saturation of the market. Following the crash, the industry matured, dominated by Japanese companies such as Nintendo, Sega, and Sony, and established practices and methods around the development and distribution of video games to prevent a similar crash in the future, many of which continue to be followed. Today, video game development requires numerous skills to bring a game to market, including developers, publishers, distributors, retailers, console and other third-party manufacturers, and other roles.
In the 2000s, the core industry centered on "AAA" games, leaving little room for riskier, experimental games. Coupled with the availability of the Internet and digital distribution, this gave room for independent video game development (or indie games) to gain prominence into the 2010s. Since then, the commercial importance of the video game industry has been increasing. The emerging Asian markets and mobile games on smartphones in particular are altering player demographics towards casual gaming and increasing monetization by incorporating games as a service. As of 2020, the global video game market has estimated annual revenues of US$159 billion across hardware, software, and services. This is three times the size of the 2019 global music industry and four times that of the 2019 film industry.
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Gaming
What is gaming?
Gaming is playing an electronic video game, which is often done on a dedicated gaming console, PC or smartphone. People who often play video games are called gamers.
How popular is gaming?
Gaming is an extremely popular activity worldwide. The number of people who play games is estimated to be over 3 billion. Some estimates put the worldwide gaming market value between $180 billion and $220 billion in 2022. This is about double the market for the global film industry. The majority of the gaming market is people playing games on their smartphones.
What are the origins of gaming?
The word gaming originated in the 15th century to refer to gambling in dice or card games. Gaming was used to refer to gambling until the late 1900s, where it was applied to playing recreational board games and pen-and-paper role-playing games. With the introduction of video games in the 1970s, the term gaming became more associated with its current use.
Types of gaming
What are casual, hardcore and professional gaming?
Gamers are often ordered into several groups, depending on how often and how involved they are with gaming.
A casual gamer is someone who irregularly plays games or who only plays a single low-intensity game. An example casual gamer would be someone who plays word or puzzle games on their smartphone while on public transportation or at home while watching TV. Casual gaming is the largest portion of the gaming market due to its wide appeal and the ease of access provided by smartphones. A casual gamer would often not self-identify as a gamer.
A hardcore gamer is someone who regularly plays video games. They usually own dedicated video game devices, such as consoles or gaming PCs. A hardcore gamer often plays many games but focuses on one game or type of game they particularly enjoy. A hardcore gamer usually self-identifies as a gamer.
A professional gamer is someone who makes money or supports themselves by playing games. Some are e-sports athletes who play video games at a professional level in tournaments. They may be part of a team, or clan, and play in broadcasted events. They may make money from tournament prize pools and from corporate sponsorships. They usually focus on only a single game. Another type of professional gamer is a streamer. A streamer makes money by posting video of them playing games. These videos are often done live and put on Twitch or YouTube. They make money from viewer donations, sponsorships and ad revenue.
While these are the traditionally accepted categories of gamers, there is no definitive way to classify all gamers, and these categories are skewed toward traditional gaming culture. For example, a retired woman who plays a farming or Sudoku game on her iPad for many hours a day would be considered by many people a casual gamer, although she probably plays video games for more hours a month than a traditional hardcore gamer.
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Lansheng Technology: Automotive chips become bright spot
Rising sales of electric vehicles -- which tend to use more semiconductors than gasoline-powered cars -- combined with greater automation in all vehicles have kept car chip makers busy. Tesla CEO Elon Musk said last week that the long-term outlook for the market appeared to be strong, detailing his car company's plan to expand annual vehicle production to 20 million vehicles by 2030 from about 1.3 million in 2022 car.
Chip executives say the growth in the number of chips used in cars is staggering. By 2021, the average car will have about 1,200 chips, twice as many as in 2010, and that number is likely to rise, executives said.
Including Dutch automotive chip company NXP, German chip company Infineon, Japanese company Renesas and American companies TI and ADI are important players in this market.
Auto-related revenue should grow more than 30% in the current quarter, even as the company's overall revenue is expected to shrink, Matthew Murphy, chief executive of Marvell Corp of America, said on Thursday. The company's auto-related chip sales could reach $500 million in the next few years, up from about $100 million now, he said.
NXP's automotive chip sales rose 25 percent last year, and the company said it expects growth of about 15 percent in the first quarter of this year. Renesas' automotive business grew nearly 40 percent last year, and analysts expect more growth this quarter. Nearly a quarter of Analog Devices' sales come from the automotive industry, which grew 29 percent last year.
It’s not just the cars themselves that are getting more chip-intensive; semiconductor executives say so is auto production as manufacturers adopt greater automation to cope with labor shortages and try to keep costs down.
Chip companies are generally preparing to increase production capacity to meet rising automotive demand and expect a rebound in other industries such as PCs and smartphones. Texas Instruments said last month it would build an $11 billion chip factory in Lehi, Utah, and NXP said it was considering expanding in Texas.
Lansheng Technology Limited is a global distributor of electronic components that has been established for more than 10 years, headquartered in Shenzhen China, who mainly focuses on electronic spot stocks.
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Propylene Carbonate Market Insights: Expected to Grow at a CAGR of 6.1% Through 2030
The propylene carbonate market has seen remarkable growth, with recent forecasts highlighting a promising future. According to Intent Market Research, the global propylene carbonate market was valued at USD 387.5 million in 2023 and is expected to surpass USD 586.5 million by 2030, with a compound annual growth rate (CAGR) of 6.1% from 2024 to 2030. This article explores the factors contributing to this market’s expansion, including advancements in technology, increasing applications, and emerging market trends.
What is Propylene Carbonate?
Propylene carbonate (PC) is an organic compound widely used across various industries. With its transparent, odorless, and biodegradable properties, propylene carbonate serves as a high-performance solvent. It has applications in fields like electronics, cosmetics, and automotive, which have played a significant role in driving the demand for propylene carbonate in recent years.
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Applications of Propylene Carbonate
Propylene carbonate finds use in multiple sectors due to its favorable properties. Here are the primary applications driving its market growth:
Electronics and Lithium-Ion Batteries: Propylene carbonate is a key component in lithium-ion batteries, where it acts as an electrolyte solvent. With the surge in demand for electronic devices and electric vehicles, the need for lithium-ion batteries has risen dramatically, consequently boosting the demand for propylene carbonate.
Cosmetics and Personal Care: In the cosmetics industry, propylene carbonate is used as a solvent in formulations, helping enhance product stability and performance. Its non-toxicity and biodegradability make it an ideal choice for eco-conscious beauty and personal care brands.
Paints and Coatings: Propylene carbonate is used as a solvent in paints, coatings, and inks due to its excellent solubility and environmentally friendly nature. It offers effective solutions for formulations requiring a high flash point and low volatility.
Other Industrial Applications: Beyond these sectors, propylene carbonate is also used in adhesives, cleaning agents, and chemical intermediates, thanks to its versatile solvent properties.
Market Dynamics Driving Growth
1. Growing Demand for Lithium-Ion Batteries
With the world moving toward cleaner energy solutions, the lithium-ion battery industry has exploded. Electric vehicles, consumer electronics, and renewable energy storage systems all rely on lithium-ion batteries, where propylene carbonate is an essential electrolyte solvent. This rising demand for lithium-ion batteries has driven up the production and consumption of propylene carbonate.
2. Shift Toward Environmentally Friendly Solvents
As industries move toward greener practices, propylene carbonate has gained favor due to its non-toxic, biodegradable nature. Its eco-friendly profile makes it a valuable alternative to traditional solvents, allowing manufacturers to reduce their environmental impact while delivering high-performance products.
3. Expanding Cosmetic and Personal Care Market
With the growth of the cosmetics and personal care industries, particularly in developing economies, the need for high-quality, sustainable ingredients has increased. Propylene carbonate, with its stability and favorable chemical profile, has found a solid foothold in this industry, supporting the market’s expansion.
4. Growth in the Paints and Coatings Sector
The paints and coatings industry has continued to expand with urbanization and infrastructure development, particularly in Asia-Pacific and the Middle East. Propylene carbonate’s solvent properties have made it a crucial ingredient in paints and coatings, further contributing to market growth.
Regional Insights and Market Segmentation
1. North America
North America holds a significant share in the propylene carbonate market, driven by robust demand in electronics, automotive, and personal care industries. The U.S. is a primary contributor, with investments in electric vehicle manufacturing and renewable energy storage solutions fueling demand.
2. Asia-Pacific
The Asia-Pacific region is anticipated to witness the fastest growth due to the high adoption rate of electric vehicles, rapid industrialization, and increasing disposable income. China and Japan are at the forefront of the region’s expansion, with strong demands in electronics manufacturing and lithium-ion battery production.
3. Europe
Europe, particularly Western Europe, has shown steady demand for propylene carbonate, mainly driven by environmental regulations encouraging sustainable solvent solutions. The European Union's commitment to reducing carbon emissions has also propelled the electric vehicle sector, increasing the need for propylene carbonate.
4. Latin America and Middle East & Africa
Emerging economies in Latin America and the Middle East are experiencing growth in industrial applications, cosmetics, and personal care markets. Although these regions currently hold smaller market shares, their potential for rapid development makes them promising growth areas for propylene carbonate.
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Market Challenges
1. Raw Material Price Fluctuations
The production cost of propylene carbonate is significantly influenced by raw material prices, such as propylene oxide. Fluctuating costs can impact profitability and pricing for manufacturers, creating challenges in sustaining consistent supply at competitive prices.
2. Competition with Alternative Solvents
Although propylene carbonate is valued for its eco-friendly properties, it competes with other green solvents, such as ethyl lactate and dimethyl carbonate, in several applications. The availability and popularity of these alternatives can affect propylene carbonate’s growth trajectory.
Future Market Trends
1. Increased Adoption in Electric Vehicle Batteries
With the automotive industry rapidly transitioning to electric vehicles, the need for lithium-ion batteries—and therefore propylene carbonate—is expected to grow. Investments in EV production and battery technology will likely drive demand further.
2. Innovation in Cosmetic Formulations
In the cosmetics industry, there is a growing demand for natural, sustainable ingredients. Innovations that leverage propylene carbonate’s solubility and stability properties could drive new formulations, broadening its use and increasing its demand in personal care products.
3. Research and Development for New Applications
Ongoing research aims to discover new applications and improve existing uses of propylene carbonate, especially in energy storage and sustainable chemicals. As research advances, propylene carbonate may find new industrial applications, bolstering market growth.
FAQs
1. What is propylene carbonate used for? Propylene carbonate is widely used as a solvent in applications including lithium-ion batteries, cosmetics, paints, coatings, and adhesives.
2. Why is propylene carbonate popular in lithium-ion batteries? It serves as an electrolyte solvent, offering stability and efficiency, essential for energy storage solutions, especially in electric vehicles and consumer electronics.
3. How is the propylene carbonate market expected to grow? The market is expected to grow at a CAGR of 6.1% from 2024 to 2030, reaching approximately USD 586.5 million by 2030 due to rising demand in various industries.
4. Is propylene carbonate environmentally friendly? Yes, it is biodegradable and considered a greener alternative to traditional solvents, making it a popular choice in industries focusing on sustainability.
5. Which regions lead the propylene carbonate market? North America, Asia-Pacific, and Europe are the leading regions, driven by demand in electronics, automotive, and personal care industries.
About Us
Intent Market Research (IMR) is dedicated to delivering distinctive market insights, focusing on the sustainable and inclusive growth of our clients. We provide in-depth market research reports and consulting services, empowering businesses to make informed, data-driven decisions.
Our market intelligence reports are grounded in factual and relevant insights across various industries, including chemicals & materials, healthcare, food & beverage, automotive & transportation, energy & power, packaging, industrial equipment, building & construction, aerospace & defense, and semiconductor & electronics, among others.
We adopt a highly collaborative approach, partnering closely with clients to drive transformative changes that benefit all stakeholders. With a strong commitment to innovation, we aim to help businesses expand, build sustainable advantages, and create meaningful, positive impacts.
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Generative AI Software Market 2024 : Industry Analysis, Trends, Segmentation, Regional Overview And Forecast 2033
The generative ai software global market report 2024 from The Business Research Company provides comprehensive market statistics, including global market size, regional shares, competitor market share, detailed segments, trends, and opportunities. This report offers an in-depth analysis of current and future industry scenarios, delivering a complete perspective for thriving in the industrial automation software market.
Generative AI Software Market, 2024 report by The Business Research Company offers comprehensive insights into the current state of the market and highlights future growth opportunities.
Market Size - The generative AI software market size has grown exponentially in recent years. It will grow from $3.92 billion in 2023 to $6.32 billion in 2024 at a compound annual growth rate (CAGR) of 61.2%. The growth in the historic period can be attributed to increased computational power, advancements in deep learning algorithms, growth in demand for automation and efficiency, availability of large datasets for training, and expansion of applications across industries.
The generative AI software market size is expected to see exponential growth in the next few years. It will grow to $42.90 billion in 2028 at a compound annual growth rate (CAGR) of 61.4%. The growth in the forecast period can be attributed to the rising adoption of AI in creative industries, the emergence of new generative AI techniques, integration with virtual and augmented reality, demand for personalized content and experiences, and expansion of generative AI in healthcare and drug discovery. Major trends in the forecast period include the democratization of generative AI tools, increased focus on ethical and responsible AI development, convergence of generative AI with blockchain technology, the rise of AI-powered generative design in manufacturing, and growth of generative AI for content generation in social media and marketing.
Order your report now for swift delivery @ https://www.thebusinessresearchcompany.com/report/generative-ai-software-global-market-report
The Business Research Company's reports encompass a wide range of information, including:
1. Market Size (Historic and Forecast): Analysis of the market's historical performance and projections for future growth.
2. Drivers: Examination of the key factors propelling market growth.
3. Trends: Identification of emerging trends and patterns shaping the market landscape.
4. Key Segments: Breakdown of the market into its primary segments and their respective performance.
5. Focus Regions and Geographies: Insight into the most critical regions and geographical areas influencing the market.
6. Macro Economic Factors: Assessment of broader economic elements impacting the market.
Market Drivers - The gaming industry expansion is expected to propel the growth of the generative AI software market going forward. The gaming industry encompasses the development, production, distribution, and monetization of video games across various platforms such as consoles, PCs, and mobile devices. The gaming industry is on the rise due to several factors, including the increasing accessibility through mobile platforms and a growing global audience embracing gaming as both entertainment and a competitive activity. Generative AI software enhances the gaming industry by dynamically generating immersive worlds, characters, and content, enriching player experiences with personalized and unpredictable elements. For instance, in January 2023, according to the Entertainment Software Association, a US-based trade association of the video game industry, U.S. consumer spending on video game content, hardware, and accessories reached $7.6 billion in December 2022, up 2% from 2021, and totaling $56.6 billion for the whole year of 2022. Therefore, the gaming industry expansion is driving the growth of the generative AI software market.
Market Trends - Major companies operating in the generative AI software market are focused on developing software with advanced technology, such as text-to-image tools, to gain a competitive edge. Text-to-image tools are software systems or applications that use artificial intelligence algorithms, particularly generative models, to create images based on textual descriptions or prompts. For instance, in September 2023, OpenAI Inc., a US-based leading artificial intelligence research laboratory, launched an upgraded version of its text-to-image tool, DALL-E 3, an AI generative software that uses natural language inputs known as prompts to generate images based on the description given. It uses the AI chatbot ChatGPT to create tailored, detailed prompts based on user ideas. The tool is designed to better understand the meaning of text prompts, create detailed images, and avoid legal issues related to copying the styles of living artists. It also includes safety and legal protocols to prevent the creation of explicit, aggressive, or discriminatory images, to respect intellectual property rights, and to avoid copyright infringement.
The generative ai software market covered in this report is segmented –
1) By Component: Software, Services 2) By Model: Large Language Models, Image And Video Generative Models, Multi-modal Generative Models, Other Models 3) By Application: Computer Vision, Natural language processing (NLP), Robotics And Automation, Content Generation, Predictive Analytics, Other Applications 4) By End-User: Media And Entertainment, Banking, Financial Services And Insurance (BFSI), Information Technology (IT) And Telecommunication, Healthcare, Automotive And Transportation, Other End-Users
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Regional Insights - North America was the largest region in the generative AI software market in 2023. Asia-Pacific is expected to be the fastest-growing region in the forecast period. The regions covered in the generative AI software market report are Asia-Pacific, Western Europe, Eastern Europe, North America, South America, Middle East, Africa.
Key Companies - Major companies operating in the generative AI software market report are <b>Alphabet Inc.; Microsoft Corporation; Meta Platforms Inc.; Amazon Web Services Inc.; International Business Machines Corporation; NVIDIA Corporation; Adobe Inc.; Databricks Inc.; Anthropic Technology Ltd.; OpenAI LP; C3 AI Inc.; Hugging Face Inc.; Glean Labs Inc.; Synthesia Technologies Ltd.; Stability AI Inc.; SoluLab Inc.; Accubits Technologies Inc.; Neoteric Technology Ltd.; Tome Labs Inc.; Inflection AI Inc.; Cohere Technologies Inc.; Mostly AI GmbH; Jasper Solutions Inc.; Addepto Sp. z o.o.; Markovate Inc. </b>
Table of Contents 1. Executive Summary 2. Generative AI Software Market Report Structure 3. Generative AI Software Market Trends And Strategies 4. Generative AI Software Market – Macro Economic Scenario 5. Generative AI Software Market Size And Growth ….. 27. Generative AI Software Market Competitor Landscape And Company Profiles 28. Key Mergers And Acquisitions 29. Future Outlook and Potential Analysis 30. Appendix
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Medical Plastic Market market Report 2023: Global Size, Share By Forecast Period
Medical Plastic Market Growth Strategic Market Overview and Growth Projections
The global medical plastic market was worth USD 28 billion in 2021. It is expected to reach USD 57 billion by 2030, growing at a CAGR of 7.8% during the forecast period (2022–2030).
The latest Global Medical Plastic Market by straits research provides an in-depth analysis of the Medical Plastic Market, including its future growth potential and key factors influencing its trajectory. This comprehensive report explores crucial elements driving market expansion, current challenges, competitive landscapes, and emerging opportunities. It delves into significant trends, competitive strategies, and the role of key industry players shaping the global Medical Plastic Market. Additionally, it provides insight into the regulatory environment, market dynamics, and regional performance, offering a holistic view of the global market’s landscape through 2032.
Competitive Landscape
Some of the prominent key players operating in the Medical Plastic Market are
Rochling Group
Nolato AB
Nolato GW
SABIC
Saint-Gobain Performance Plastics
Eastman Chemical Company
Orthoplastics Ltd
Celanese Corporation
Tekni-Plex
Dow Inc
Solvay S.A.
HMC Polymers
Proxy Biomedical Ltd
Trelleborg Sealing Solutions
DuPont de Nemours Inc
NuSil Technology LLC
Trinseo S.A
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The Medical Plastic Market Research report delivers comprehensive annual revenue forecasts alongside detailed analysis of sales growth within the market. These projections, developed by seasoned analysts, are grounded in a deep exploration of the latest industry trends. The forecasts offer valuable insights for investors, highlighting key growth opportunities and industry potential. Additionally, the report provides a concise dashboard overview of leading organizations, showcasing their effective marketing strategies, market share, and the most recent advancements in both historical and current market landscapes.Global Medical Plastic Market: Segmentation
The Medical Plastic Market segmentation divides the market into multiple sub-segments based on product type, application, and geographical region. This segmentation approach enables more precise regional and country-level forecasts, providing deeper insights into market dynamics and potential growth opportunities within each segment.
By Application
Medical Device Packaging
Medical Components
Orthopedic Implant
Packaging
Orthopedic Soft Goods
Wound Care
Cleanroom Supplies
BioPharm Devices
Mobility Aids
Sterilization and Infection Prevention
Tooth Implants
Denture Base Material
Other Implants
Others
By Plastic Type
Commodity Plastic
Engineering Plastic
High-Performance Plastic
Polyvinyl Chloride (PVC)
Thermoplastic Elastomer (TPE)
Thermoplastic Elastomer Vulcanizates (TPE-V)
Thermoplastic Elastomer Styrenics (TPE-S)
Polyethylene (PE)
Polycarbonate (PC)
Polypropylene (PP)
Polyethylene Terephthalate (PET)
Polyamides
Thermoplastic Polyurethane (TPU)
Polymethyl Methacrylate
Acrylonitrile Butadiene Styrene (ABS)
Silicone Rubber
Liquid Silicone Rubber
High Consistency Rubber
Room Temperature Vulcanizing (RTV) Silicone
Silicone Adhesives
Others
By Process Technology
Extrusion
Injection Molding
Blow Molding
Others (including Rotational Molding)
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Market Highlights:
A company's revenue and the applications market are used by market analysts, data analysts, and others in connected industries to assess product values and regional markets.
But not limited to: reports from corporations, international Organization, and governments; market surveys; relevant industry news.
Examining historical market patterns, making predictions for the year 2022, as well as looking forward to 2032, using CAGRs (compound annual growth rates)
Historical and anticipated data on demand, application, pricing, and market share by country are all included in the study, which focuses on major markets such the United States, Europe, and China.
Apart from that, it sheds light on the primary market forces at work as well as the obstacles, opportunities, and threats that suppliers face. In addition, the worldwide market's leading players are profiled, together with their respective market shares.
Goals of the Study
What is the overall size and scope of the Medical Plastic Market market?
What are the key trends currently influencing the market landscape?
Who are the primary competitors operating within the Medical Plastic Market market?
What are the potential growth opportunities for companies in this market?
What are the major challenges or obstacles the market is currently facing?
What demographic segments are primarily targeted in the Medical Plastic Market market?
What are the prevailing consumer preferences and behaviors within this market?
What are the key market segments, and how do they contribute to the overall market share?
What are the future growth projections for the Medical Plastic Market market over the next several years?
How do regulatory and legal frameworks influence the market?
About Straits Research
Straits Research is dedicated to providing businesses with the highest quality market research services. With a team of experienced researchers and analysts, we strive to deliver insightful and actionable data that helps our clients make informed decisions about their industry and market. Our customized approach allows us to tailor our research to each client's specific needs and goals, ensuring that they receive the most relevant and valuable insights.
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