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btcmanager · 4 years ago
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Virtual World MegaCryptoPolis Releases Its Native MEGA Token
Virtual World MegaCryptoPolis Releases Its Native MEGA Token
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Blockchain-powered strategy game MegaCryptoPolis has released its native token called MEGA. Issued both on Ethereum and Tron, the token will underpin the game’s growing economy.  MEGA Available Through Vault and Liquidity Pools Native tokens are a standard feature of most blockchain-powered games that reach a certain stage of development. Now, the increasingly popular MegaCryptoPolis hasRead More
https://btcmanager.com/virtual-world-megacryptopolis-native-mega-token/?utm_source=Tumblr&utm_medium=socialpush&utm_campaign=SNAP
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hellomynameiseril · 4 years ago
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The rapid growth of DeFi and DEX in the next quarter promoted the continuous growth of the worthiness of Ethereum
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Recently, the decentralized application analysis organization DappRadar launched the second one fourth DApp analysis review, which evaluated the common day-to-day active wallet, transaction volume, and transaction volume along with other indicators, aiming to gain insight into the operation of each independent blockchain and the broader DApp ecosystem circumstance. Next, let the carbon chain worth review the DApp market in the next quarter just earlier with everyone. In general, the DApp industry looked promising through the entire second one fourth. After analyzing 13 blockchains, DappRader found that the overall number of daily active independent wallets in DApps offers exceeded 70,000. The very best three are Ethereum, TRON, and EOS. Furthermore, the full total transaction volume of DApp agreements attained 12 billion U.S. bucks in the next quarter, an increase of 4.5 billion U.S. bucks over the first one fourth. Ethereum dealings accounted for 82% of the full total (the primary reason is the rapid growth of the DeFi market), while EOS and TRON Immediately afterwards, their typical daily network activity and user base size also elevated in the next quarter.
Several tips for the development of the DApp industry inside the next quarter of 2020:
* Despite the fact that gas costs are rising quickly, Ethereum continues to be probably the most important blockchains inside the crypto marketplace. When compared to first one fourth of 2020, the worthiness of the blockchain elevated by US$4.5 billion in the next quarter. * TRON is also attempting to introduce DeFi to make its DApp product portfolio more diversified, but 80% of its DApps are still video gaming and high-risk applications. * EIDOS plummeted inside the fourth one fourth of 2019, but began to recover inside the next quarter of 2020, due to the fact the two games, Upland and Crypto Dynasty, were welcomed by many people. * The battle between Hive and Steem continues, but as games such as for example Splinterlands migrate to the Hive blockchain, Hive includes a huge advantage. * The other two blockchains that performed nicely in the DApp industry in the next quarter of 2020 are WAX ??and ThunderCore, but their growth is principally driven by video gaming DApps. In fact, because of the rise of DeFi liquidity mining, Ethereum once more attracted the eye of the complete crypto market in the next quarter of 2020. Consequently, in this post, we will focus on examining how DeFi and DEX impacted Ethereum during the past quarter. Overview of Ethereum's efficiency in the next one fourth. There is absolutely no question that 2020 is definitely a crucial calendar year for Ethereum and the DeFi ecosystem: First of all, Ethereum 2.0 is expected to be launched in the fall of 2020. This main event might not only result in an increase in the price of ETH, but also promote the adoption and recognition of the Ethereum blockchain to increase significantly. Second of all, Reddit, the world's biggest forum with 430 million users, is expected to become the user portal of the Ethereum blockchain because they have launched a pilot project based on the Ethereum point system; in addition, Ethereum decentralized financing (DeFi) and decentralized exchanges ( DEX) fields have observed amazing developments, but at the same time some security issues have been exposed. Finally, from the perspective of protocol currency pricing, ETH continues to be the "second strongest" cryptocurrency in the cryptocurrency market, although the price still has higher volatility. We've witnessed the cost of ETH busting through $300, and we have also witnessed a sharpened fall to around $110 on "Black Thurs" in March 2020. However, if we evaluate the average cost in the initial 1 / 2 of 2020 with the common cost in the initial 1 / 2 of 2019, we shall find that the cost of ETH offers actually increased by 11%.
Another essential requirement to consider in the Ethereum blockchain is the gas cost. Unlike prior quarters, gas costs suddenly surged during the second one fourth of 2020, which might be due to the surge in DeFi and DEX transaction volumes. However, the increase in gas expenses includes a very huge impact on game DApps, which directly led to an 80% reduction in daily activities in the next quarter.
It really is an indisputable fact that the activity of game DApps has declined. Compared with the initial quarter, the amount of daily active wallets of Ethereum game DApps has reduced from 10,000 to 2,000. However, the so-called eastern sunrise and western rainfall. As of the end of the next quarter, although video gaming DApps suffered heavy losses, both major decentralized software types, DeFi and DEX, both showed signs of positive growth, with the common daily active wallets reaching almost 5,000 and 4,000 respectively. With this in mind, we note that the increasing DeFi and DEX ecosystem will be making up for the increased loss of Ethereum due to game-type decentralized applications.
Ethereum: If DeFi is to talk about Ethereum in 2020, DeFi is definitely a topic that cannot be avoided, because this industry offers made amazing developments this year, but it addittionally brings us all uncertainty and volatility. The following four Aspects (occasions) deserve attention:
* On "Black Thurs" on March 12, 2020, the crypto market plummeted as a whole, and Ethereum was no exception. Because of this, numerous DeFi task mortgage loans fell below the mortgage threshold, triggering a liquidation process, including MakerDAO. The MakerDAO liquidation process is completed by means of a home loan auction. Customers can buy collateralized Ethereum through bidding for DAI. However, because of the marketplace collapse this time around, some liquidators also gained the auction of the Ethereum security liquidation system with a bid of 0 DAI. Because of this, MakerDAO comes with an outstanding loan debt of up to $4 million. * Security incidents: DeFi projects including Uniswap, Lendf.myself, and Curve were all attacked. * Bitcoin began to participate increasingly more in DeFi projects, and tokens anchored to BTC appeared on the Ethereum blockchain. * Decentralized financial protocol Compound economic token COMP has become a DeFi unicorn and brings a new "Yield Farming" model to the crypto marketplace. The so-called "Yield Farming" identifies the use of liquidity mining to supply liquidity for DeFi projects to earn income, usually just by collateralizing some of the more popular stablecoins to earn higher profits, but marketplace fluctuations could also cause huge loss. Overall, 2020 is really a "very fascinating" calendar year for the DeFi market. Needless to say, if we are meticulously analyzing some key indicators, we may be able to have a deeper understanding of the growth of DeFi from the numbers.
First of all, let's consider the first indicator is the average daily active wallet volume. At the beginning of 2019, minimal you can foresee this amazing development of DeFi, a decentralized application category of Ethereum, when the number of active DeFi wallets was only 200 "poor". But by the end of the initial quarter of 2020, we saw that there were about 1,500 active wallets in the DeFi industry, and by the end of the next quarter of 2020, this quantity got soared to 4,000, which means that the chain growth rate reached 200%. The year-on-year growth rate is really as high as 500%. You will find that DeFi is just about the third largest decentralized application subcategory of Ethereum in just six months, with transaction activities accounting for 24% of the full total network activities. Not just that, most DeFi decentralized applications show a growing trend of activity, with the largest increase from the COMP token issued by the decentralized financial protocol Compound. Of all activities in the DeFi group, almost 45% came from Compound, that is an astonishing 1000% increase compared to the previous one fourth. The second place belongs to Synthetix, this DeFi protocol has 550 day-to-day active wallets, and the third place is 1inch, which includes approximately 490 day-to-day active wallets. In fact, compared with exactly the same time period and one fourth of this past year, the amount of daily active wallets in every popular DeFi decentralized applications has increased significantly.
Next, we have to focus about the next indicator is DeFi worth. It must be noted there are many methods to gauge DeFi activities from the value perspective, but our main concern this is actually the transaction volume indicator. If we analyze the DeFi transaction volume indicators, we are able to come across that the full total worth of DeFi in 2020 has exceeded 11 billion U.S. dollars, that is equal to 2.5 times the full total value of DeFi in 2019. It also means that the year-on-year growth rate has already reached an astonishing 1410%. The year-on-year growth rate is also as higher as 150%. The result is apparent, the DeFi group is already the main decentralized application group on the Ethereum blockchain, and in the next quarter, its worth offers accounted for 80% of the worthiness of the Ethereum blockchain. Finally, we have to focus on the third indicator is the total value of locked positions. Based on the decentralized financial DApp loan data disclosed by DeFi Pulse, we are able to note that the growth trend in this field is very obvious. By the end of the next quarter of 2020, the full total worth of DeFi locked opportunities has elevated by 140% over the first one fourth of 2020, reaching US$1.2 billion.
Overall, we have witnessed a huge growth peak inside the three indicators of regular average number of active wallets, transaction volume, and total lock value inside the next quarter of 2020. This enables us to comprehend that DeFi isn't just the largest decentralized application group on Ethereum, but also promotes the growth of Ethereum with regards to value. Ethereum: DEX decentralized exchanges also play an essential role inside the growth of Ethereum, and they are also a significant area of the Ethereum DeFi ecosystem. In the past thirty days, we have tracked indicators such as for example Uniswap, IDEX, 0x, Kyber, Oasis, Bancor, and Airswap such as the trading volume and the amount of traders on several decentralized exchanges.
By the end of the next quarter of 2020, Uniswap, IDEX, 0x, Kyber, Oasis and Bancor have all achieved strong growth. However, when we analyzed these 6 decentralized swap DApps in the next quarter of 2020, we found that in comparison with the next quarter of 2019, the amount of traders on these exchanges elevated by an average of 50%, that was similar to the first one fourth of 2020. Compared, the amount of traders on these exchanges elevated by an average of 22%. The decentralized exchange ranks 2nd in contributing to the daily activities of Ethereum, contributing 25% to the full total daily activities of Ethereum.
Regarding the above-described decentralized swap DApp transaction volume, we have seen a significant increase in the next quarter of 2020 compared with the next quarter of 2019, an increase of 146%. Furthermore, the second one fourth of 2020 and the initial quarter of 2020 Compared with the boost of 39%.
Following the "Black Thursday" event on March 12, 2020, we have observed a sharp increase in decentralized exchange transactions in the next quarter of 2020. Compared with the initial quarter of 2020, the transaction volume of the four decentralized exchanges IDEX, Uniswap, 0x and Bancor elevated by 144%, 109%, 44% and 112% respectively. However, compared to the second one fourth of 2019, we also observed that the transaction volume of both decentralized exchanges, Kyber and Uniswap, elevated by an astonishing 220% and 624%, respectively, in the next quarter of 2020, which were also both largest boosts. A decentralized swap. In overview, it is sure that Ethereum continues to be probably the most important blockchains in the crypto industry. Its amazing growth in the next quarter of 2020 is principally driven by two decentralized software types, DeFi and DEX, and liquidity Mining is the core system of the fast growth of DeFi and DEX. As a new system for guiding system effects, liquidity mining may bring huge liquidity to DeFi projects. The larger the liquidity swimming pool of the task, the lower the transaction price, and the lower transaction price will draw in more folks to industry. , The transaction volume will for that reason become higher, at the moment the income of liquidity mining will be greater, which in turn promotes the worthiness of the liquidity swimming pool to become greater. So long as people wish that the liquidity of the DeFi task tokens will be more profitable from mining, they will buy more tokens, which in turn will drive their costs up-this could be the reason why we have seen the fast rise of tokens such as for example COMP recently. Furthermore, if all goes well, we should see ETH 2.0 going online in 2020. Some market insiders even think that Ethereum can be the first choice of the next bull marketplace, and its own market worth may surpass Bitcoin. Does it really end up like this? Why don't we wait and see.
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rsballiance · 4 years ago
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Huge profit of 650 million U.S. dollars, evaluation of "real precious metal games" in India
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Because the name indicates, real gold games are "money-playable" games. This is actually the type of video game business that is currently booming in India. In accordance with NetFox, a large area of the “real cash games” in India are usually those who did “cash loan products” in India 2 yrs ago. Affected by the epidemic, India has been locked in the united kingdom since March 25 this season, and economic actions have nearly stagnated. Correspondingly, the rate of bad debts on cash loan products has continuing to go up, and the market share of genuine gold games, which represents the requirement for online entertainment, has continuing to increase. In this context, many "cash loan" business owners in India must look for other profitable projects to be able not to lose excess amount, and real gold games are undoubtedly probably the most suitable projects at this stage. In accordance with practitioners in the Indian video game industry: From 2017 to 2018, the entire revenue of the Indian genuine gold game business increased from nearly 80 billion rupees (around 8 billion yuan) to 142.7 billion rupees (approximately 14.3 billion yuan), an annual raise the rate is approximately 78%. The fast-growing market, ultra-higher profitability, extremely short product release cycle, and promotion channels which are extremely overlapped with the cash loan business; when these aspects converge, the big coffees who utilized to cheer for "cash loan" have changed. It's no surprise that you have turn into a "real gold video game" evangelist. Classification of real gold games From the perspective of item classification, the current real gold games in India are mainly made up of four categories: CARDS, Casino Games, Quiz Games, and Sports Betting Games. Among them, due to the specific gameplay, the card video game can be subdivided into Teen Patti, Rummy along with other card forms. Gaming games can be split into poker, slot machines, Bingo along with other types of wagering; intellectual guessing games are based on Loco Other video game types are the main forms; sports quiz games are more diverse, including cricket, football, basketball, wrestling along with other products.
Needless to say, each game classification has its own excellent head products. Netfox will checklist a few to greatly help everyone better understand the Indian genuine gold game market. Card Game CARDS "Teen Patti by Octro" official internet site: "Teen Patti by Octro" is really a item of Alibaba's mobile business group-UC. Google Play on your own has a lot more than 50 million downloads and much more than 1.44 million comments. In accordance with NetFox, "TeenPatti by Octro" has a selection of game modes. In addition to Hindi and English, four video game languages, Gujarati and Marathi, are additional. In accordance with data supplied by Appannie, "Teen Patti by Octro" has annual revenue greater than 20 million U.S. dollars in 2019. "Teen Patti Gold" official internet site: The developer of "Teen Patti Gold" is Moonfrog, and "Teen Patti by Octro" belongs to the 1st echelon of teen patti products. The amount of downloads by customers on Google Play alone exceeds 50 million. Comments Over 1.33 million. This video game can run on a 2G system and provides game voices apart from English, including Hindi, Gujarati, Marathi, Telugu, Urdu, and Bengali. In accordance with data supplied by Appannie, "Teen Patti Gold" has an annual revenue greater than $13 million in 2019. "Junglee Rummy" official website: "Junglee Rummy" is really a item of Junglee Video games. The business was founded in 2012 and is headquartered in SAN FRANCISCO BAY AREA, USA. In accordance with its official internet site, in 2019, Junglee Games had 25 million customers and a total transaction quantity of US$600 million. Included in this, only the Google platform "Junglee Rummy" has been downloaded a lot more than 10 million occasions by users. In accordance with data supplied by Owler, in 2019, "Junglee Rummy" provided it with $41 million in revenue. "Rummy 13 Cards: Ace2Three" Official Site: Ace2Three is India's 1st online Rummy portal entirely owned and operated by Head Digital Works Personal Limited. The business was founded in 2005. In accordance with its official internet site, Ace2Three has 12 million customers, and the Google platform on your own has a lot more than 10 million downloads. In addition, because the earliest Rummy portal to operate, Ace2Three nevertheless retains the web edition of the overall game platform, and customers can directly get on the state website to play the game. In accordance with data supplied by Owler, Ace2Three's revenue in 2019 is around $17.7 million. Gambling establishment Games "Zynga TEXAS HOLD EM" official internet site: "Zynga TEXAS HOLD EM" owned by the American video gaming firm Zynga has been ranked saturated in the best-promoting list of casino games. This video game entered the Indian video game market in the next 1 / 2 of 2012, in fact it is today its eighth season. Under the assault of local games, it can achieve such outcomes, and the power is naturally not weak. Needless to say, "Zynga TEXAS HOLD EM" has a very high market talk about in the global TEXAS HOLD EM market, not only the Indian market. "Zynga TEXAS HOLD EM" has been downloaded a lot more than 50 million occasions on the Google platform alone. In accordance with data supplied by sensortower, the revenue of Zynga TEXAS HOLD EM in April 2020 is approximately 4 million U.S. dollars, however the proportion of Indian market contribution is unidentified. "POP! Slots" official website: "POP! Slots", one of the best slot games in the Indian market. Founded in 2011, the company is headquartered in the United States and has a lot more than 250 workers. The amount of downloads on Google Store on your own exceeded 10 million. In accordance with data supplied by sensortower, in April 2020, "POP! "Slots" revenue exceeds $8 million. "Bingo Showdown" Official website: "Bingo Showdown", one of the best bingo games made in the Indian market. The developer is Spicerack Mass media. Founded in 2007 and headquartered in the United States, "Bingo Showdown" has been downloaded a lot more than 5 million occasions on Google Store alone. In accordance with data supplied by Sensortower, in April 2020, "BingoShowdown" revenue exceeded US$1.7 million. Needless to say, relatively talking, the profitability of bingo games isn't as solid as that of cards, which requires attention. Quiz Video games "Loco" official website: "Loco", not so much an intellectual quiz video game, it is best to say it is a "hodgepodge". The concentrate of "Loco"'s early business was "live-streamed answering queries" to talk about cash, like the domestically popular "Cheese Superman", "Million Winner" and "Top Contest" previously 2 yrs. The domestic live life broadcast answering queries to talk about the cash business has generally been cool due to regulatory reasons, however the Indian market is quite impressive. Sufficient reason for the continuous improvement of product functions, the liquidity will be very impressive in the future. In accordance with NetFox, "Loco" has become a comprehensive APP which includes live life answering questions, doing offers, and live games. On Loco, you can watch live games and video clips, such as PUBG Mobile, "Contact of Duty"; it is possible to participate in live quizzes every day and win prizes. You can even play free games such as Ludo, Carrom, Swimming pool and BullBash. At present, the Google Store on your own has over 10 million downloads on the platform. Sports Betting Video games "Wish11" official website: "Dream11" had been established in 2008. According to the KMPG statement, currently in neuro-scientific Fantasy Sports activities, Dream11 generally occupies 90% of the market talk about. Tencent invested USD 100 million in Wish11 in 2018. In accordance with foreign media Situations of India, by March for the 2019 fiscal season, the full total transaction level of Dream11** platform was around US$650 million and net income was US$100 million. ** The approximate gameplay of Wish11 is to allow customers to select players to form a team prior to the start of the game. The rating is based on the overall performance of the selected players in the specific game, and then the cumulative rating of the team is sorted by the end of the overall game. Following the user places a bet, the money will be rolled right into a general public fund swimming pool, and the bonus that an individual gets may be the money in the bonus pool without the service fee and is distributed to be able. Dream11 was taken off Google Play in April this past year. It is understood that it is likely to be related to Google's developer policy. Previously, Dream11 official website info showed that “Because of the Google Play App Store's policy on real cash games, the App cannot be released on Google Play.” Now customers have to call the state to get the installation package to download Wish11. But we can still approximately estimate the amount of Dream11 customers. It is documented that there surely is a digital table above the door of Dream11, showing the new users of Wish11. On March 14, 2019, the number had been 52.5 million. Concerning new users, Dream11 has set an objective. The amount of new users will exceed 100 million by the finish of 2019. According to the previous growth rate, it will now exceed 100 million users. Netfox Technology offers been focused on the development of chess and cards for 16 yrs and firmly believes that only green and healthy chess and cards are the potential future of the. As a chess and cards practitioner, we should abide by the rules, abide by laws and regulations, and utilize the correct way to promote my country's traditional chess and cards lifestyle to the planet.
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market-research-analyst · 4 years ago
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An article to understand the existing state of blockchain games
Along with currency and finance in the blockchain field, games have also been attracting attention. You start with CryptoKitties, it has ignited people's enthusiasm for blockchain games. However, due to problems such as user encounter and scalability, blockchain games have been around in a small-level state. So, from what extent is the current blockchain sport progressing? Does it have any hope later on? Regardless, there's an undeniable fact that compared to 2 yrs ago, the existing research and growth and funds invested in blockchain games have greatly improved, and the number of users has also increased a lot. As more pleasurable blockchain games enter the market, it'll allow gamers to slowly realize the distinction between blockchain games and traditional games, and gradually it'll open up its territory. Blockchain games cannot replace traditional games. But because of its unique characteristics, such as prop ownership, cross-sport asset trading, etc., it'll grow up 1 day. Although DeFi is among the most most important direction of dApp growth in 2019, blockchain games haven't weakened because of this. Some fresh games have been launched this year. Based on the number of energetic wallets, some of them have rapidly developed into the most famous dApps. Furthermore, some older games remain competing for the very best spot. Because of this, when we enter the 4th quarter, at least four games have more than 2,000 daily energetic wallets. Five hottest blockchain games (calculated based on the 30-time rolling typical of DAU) Rise and fall 2019 started as a blockchain game leader. EOS Knights is developed by a little Korean team. This is a casual RPG game, in which all game operations are dealings on the EOS blockchain. EOS Knights is quite popular inside South Korea and China. It achieved sustained growth in the first quarter of 2019 and arrived at a peak of 7,000 everyday actives in early March. Since then, it has steadily declined, which may be due to two reasons: one is that it lacks long-term retention, and another can be that it has adopted even more aggressive anti-robot methods. EOSKnights daily action statistics (calculated based on the original, 30-time and 90-time rolling averages respectively) In the blockchain world, it really is difficult to clearly distinguish how many active wallet addresses will be the real gamers. It can vary widely, with respect to the particular style of the game and the blockchain which it runs. There is no doubt that casual games working on EOS will attract higher-degree robots than collectible games such as crypto cat games working on Ethereum. However, with the introduction of various other meta game features, EOS Knights has now stabilized its users at around 3,000 day to day activities. It is worthy of noting that the new version of the game "Klaytn Knights" will undoubtedly be launched on the Klaytn blockchain of the Korean quick messaging giant Kakao, and it will also be supported by Korean cellular phone manufacturers Samsung and LG. Put simply, EOS Knights is most beneficial considered an experiment, and its improved version is going to be used by thousands of people. (Glowing blue Fox Note: Thanks to the effective channel capabilities of Kakao quick messaging and Samsung and LG cell phones, it could reach more users, that's, the Klaytn Knights sport based on the Klaytn blockchain is enhanced on the successful experience of EOS Knights , Upgrade to better works, and may end up being touched by more folks, so as to achieve wider user adoption.) It's time to upgrade Another blockchain sport from Asia, it really is "My Crypto Heroes" produced by the Japanese. It runs on the Ethereum blockchain and skilled different take-offs in 2019. At the beginning of 2019, it had about 200 daily active wallets each day, but in February it added registration providers, and the number of daily active wallets all of a sudden skyrocketed to nearly 2,000. With a payment of 0.1ETH, gamers can receive everyday benefits, such as experience enhancement, fresh characters, in-sport currency, and unlocking fresh arenas. Indeed, such benefits are very generous. For gamers who are interested in playing this sport anytime, this is effortless. Combined with probably the most energetic NFT role market segments, the effect is that Our Crypto Heroes has steadily grown in order to approximately 3,000 DAU, that was only suppressed by the upsurge in gas charges for transactions on the Ethereum blockchain within September. As gas costs have fallen, users of the game have rebounded to the level of August. MyCryptoHeroesDAU data (calculated based on the original, 30-time, and 90-time rolling average) It is worthy of pointing out that you can have fun with the "My Crypto Heroes" game like a traditional centralized sport without using any blockchain features, such as character ownership, dealings, and subscriptions. Tokyo Double.Jump, the programmer of the "My Crypto Heroes" sport, claims that only one-3rd of gamers have interacted with its blockchain elements. That is irrelevant to this article, nonetheless it can also remind us that future blockchain games could be games that mix on-chain and off-chain activities. The rise of EOS games When it comes to new blockchain games which have been successful in 2019, it has a clear trend. The following games are running on the EOS blockchain, including Prospectors (explorer, released in June), EOS Dynasty (EOS Dynasty, released in May) and Crypto Sword & Magic (encrypted sword and magic, released in June). In addition, they also have different experiences. Prospectors can be an economic simulation on the theme of the Crazy West, produced by developers from Eastern European countries. EOS Dynasty is really a Chinese medieval kingdom theme much like EOS Knights. Crypto Sword & Magic is really a blockchain version of the Facebook sport successfully produced by Korean programmer NOD Games. Prospectors and EOS Dynasty will be the most successful of these three games: in all respects, each has won first place in the position of the very most popular blockchain games, with a maximum of 3,000 DAU. It could be seen that the gamers of Crypto Sword & Magic are developing, but the order of magnitude is lower. It currently has about 800 DAU. Raw DAU data for the 3 EOS games Prospectors, CryptoSword&Magic; and EOSDynasty One more thing will probably be worth noting. As stated previously, because Prospectors and EOS Dynasty make use of their very own tokens, they can be monetized from the game economy, that will stimulate gamers to use robots for financial benefits. That is not the same as the case of Crypto Sword & Magic, which only uses EOS as the project currency. Now, DappRadar attaches excellent importance to this uncertainty. We filtration system the raw data and remove traffic that people consider to end up being manipulable. More features will undoubtedly be introduced later on to further mark such actions, specifically on the EOS chain. Some dApp developers are also very open to zero tolerance. For example, Tokyo Double.Jump, the programmer of "My Crypto Heroes", stated: "We often follow bots through the use of Google reCAPTCHA and other tools. As soon as detected, we will immediately ban them." What's next? There is no reason to end this article with frustration. The field of blockchain games is still really active. The current game is only a small area of the total number of tasks in each growth stage, and 2020 is a essential period for this emerging industry. High-profile project launches include Blockade Games' Neon District, Pixowl's The Sandbox, Animoca's F1 Delta Period, and Experimental's CryptoWars (all running on Ethereum), and Blankos Block Party working on EOS.
Even yet in the latter area of the fourth one fourth, Lucid Sight's Crypto Area Commander and Immutable's Gods Unchained and other games have entered the general public beta stage, and the release of Decentraland is going to support the release of games much like Battle Racers. And these are just area of the blockchain game tasks we are talking about. There are various other tasks in growth, but we will not make sure they are public for the time being. Wonderful previously
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#share2steem [Using LUMIcollect wallet to buy virtual buildings on the blockchain] I hate using ethereum but I'm studying this #megacryptopolis game running on #ethereum #blockchain so I cam copy it to run on #eos where there will be no transaction fees and only minimal ram fee costs, which i Can get around if I'm smart. Https://megacryptopolis.com let's you build a ridiculous virtual city where you can even collect taxes everyday in ether... i cant imagine how much it will suck when ethereum is back to $1200 and its $20 just to sell your $2 virtual buildings.... while on #eosio based games we have a #eos transaction take a second and cost absolutely nothing if you have eos staked and enough ram... and with my game we will pay users in ram when they run out, so we wont have these problems of gas fees on ethereum... #cryptocurrency #bitcoin I used the LumiWallet to get to this screen, it is nice to have one wallet for eos and ethereum assets https://www.instagram.com/p/Bx1POcAA07C/?igshid=1w43h56gqdxp9
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inoru-nftgame · 3 years ago
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pabloclarke · 5 years ago
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The future of gaming: Ethereum!
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johnesmithiii · 4 years ago
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[Honeycomb Academy Open up Course] Just how do the initial generation of gamers in China start to see the advancement of "blockchain video games"?
On April 23, Wanxiang Blockchain Honeycomb Academy invited Yu Kai, the top of the PlatON community, as a guest in the live broadcast area of the web open up class of Wanxiang Blockchain Honeycomb Academy, and delivered everyone "The Advancement of "Blockchain Games" from Traditional Games". Yu Kai is the first generation of gamers in China, and now he switched to blockchain. As a senior game player, what does he think about blockchain video games? Please start to see the full textual content of Yu Kai's discussing in the live broadcast area below. Hello everyone! Let me introduce myself very first. I have been working for the computer newspaper since 1999. At that time, I visited the game square to do the game column, generally responsible for the game preview and strategy. I should be regarded as the 1st group who began to make video games in China. WHEN I entered the game industry, the Internet slowly emerged in 1999 and 2000. Games played a great function in the popularization of the Internet in China. From traditional video games to blockchain video games, there are numerous things that I, a traditional game person, wish to consult with you. Today's theme is "Considering the advancement of chain video games from traditional video games". Today's training course will be divided into five components: some misunderstandings about chain video games, what a chain video game should appear to be, regulations of the advancement of the chain game, an era that is about to emerge, and a series of problems that need to be solved. Some misunderstandings about chain games First, share quite a few data. According to the inference of the amount of online games at the top three open public chains, you can find currently about 350 chain games on the market, and the amount of chain video games provides declined compared with the same period last year. The head product is approximately 4,500 per day. If this number is positioned in the traditional game field, you can find about 500-600 million gamers in China, and the number is nearly negligible. The transaction level of the top product is just about 7800 US dollars a day. The deal volume is the information of the deal volume between gamers and games. As for the amount of cash that game developers and operators can receive, it really is uncertain. I think you can find four obvious troubles in current blockchain games: 1. An individual threshold is extremely high. For customers, the threshold is quite high. We are also making video games ourselves, and friends give me suggestions when they play, and they get trapped when they play and they hardly learn how to pay later. Threshold is the most basic issue facing chain video games at present. An individual experience is not considered 1st, which greatly hinders the advancement of chain video games. 2. Lack of gameplay. Most video games, such as CryptoKitties, have no basic gameplay. Just how do gamers overcome difficulties along the way of enjoying the game? What kind of honor can you obtain? Satisfaction? nothing. 3. Finance is higher than games. At present, most games are usually mainly based on speculation and speculation, that leads to the fact that customers who actually want to have fun with games are nearly unable to have fun with chain video games and cannot accept them. Some good gamers may also be discussing the advancement route of chain video games with us. As a game promotion, it isn't promoted to video game players, but rather for investors. This is a manifestation of the current financial higher than the game. 4. The advancement team is not professional. Compared with traditional game manufacturers, chain game developers are mainly individuals and small teams, which may be understood as "two nos": the state of no one and no money. Consequently, the quality of the game is tough to perform well. After the release of new video games this year, they will have steadily improved, especially the production level of overseas items (Korea items) is very good. It implies that the foremost is the introduction of talents; the second reason is the help of capital, all of which are helping chain games to build up well. From the current circumstance, the chain video game is in a very early stage, similar to the traditional video game industry in the beginning. So what is really a chain game? 1. Games aren't financial products. Considering the industry's understanding and judgment as a monetary item, this is rare in the traditional game industry. It is possible to play video games with or without spending money. One is named Krypton Gold and the other is named Liver. But playing games to make cash feels a bit astray. In the event that you play video games for income, you get rid of the original intention of the game. Games must not be financial products. 2. Become pure in playing games. Game developers (content companies) should make a good game for customers to have fun with, don't think about other things, you bow your mind in the melon industry and tie your shoelaces and say you haven't stolen the watermelon, who believes it? Producing pure games is what developers should do. 3. The game is not just throwing a sieve. Although randomness is an important assistance for the fun of the game, the game should nevertheless reproduce the fun and artistry of the random outcomes through various product packaging. This is my understanding, rather than throwing randomness straight while watching user , This rudeness is a good destruction to the wonder of the game. To sum up, blockchain games shouldn't have "blockchain functions". These functions cannot cover all the blockchain, but only a small component. Nowadays, the majority of the blockchain video games have performed a small component to the maximum, replacing the initial functions of the game. The above is the current misunderstanding of chain video games. What should chain video games look like? You can find three discourses. These three discourses aren't directly linked to the game, but linked to the blockchain, however in reality these three points explain the direction for future years advancement of the game. It generally originates from the opinions mentioned in public areas speeches by many extremely respected leaders around me. Dr. Feng Xiao mentioned: “Any new application based on disruptive technologies has always experienced two routes. Path 1: Regard new technology as an instrument, improve traditional company models, and get marginal benefits. Path 2: Use new technology As something to reconstruct the underlying logic of company." At present, many video games are made in accordance with the idea of ??route one, replacing parts of traditional video games with blockchains, thereby obtaining benefits and rewards. I think this is not the direction that blockchain video games should go. Blockchain has brought many new points and very important model changes. It is necessary to follow Path 2 to provide new gameplay for this change. This requires every video game practitioner to believe carefully in what blockchain may bring to customers. What's coming? Did it provide something really fun? This is actually the future development direction of blockchain video games. Mr. Sunlight Lilin mentioned: "At this time, today's blockchain provides pushed the open up network of mankind to a new peak, completely start, so that everyone can participate, and motivate everyone to contribute. ." Based on the blockchain program, more things could be opened right up to permit everyone to participate, so openness is the focus associated with upcoming blockchain games. Dr. Chuanwei Zou mentioned: "The Decentralized Economy (DeCo) provides two main characteristics: one is the blockchain because the infrastructure; the other is the autonomy of the city, so general public affairs administration is carried out in a decentralized way. " Games may also be a distributed economy, which is governed by the city. In fact, this design is unique to the blockchain. Traditional video games cannot do that. Traditional games should be the counterparty partnership of operators, channels, media, and gamers. There exists a zero-sum video game in a certain sense. But blockchain video games have the opportunity to split through this system and join the community, so that all partners and gamers can join the community, so that game administration can be executed in a decentralized way. This aspect is worth exploring, and it will bring new things to the future advancement of the game. Let's discuss this is of my knowledge of video games. The video games I understand will be the artwork of killing period supported by high-tech. Why is high-tech support? Regardless of the computer, the Internet, the mobile Web, or the blockchain, whenever a new technologies appears, the game has always been at the forefront, which is in line with the law of traditional development. Passing the time is the most normal requirement for playing games, along with other goals added to the game can make it deviate. The primary is fun. The game is really a work of art. Don't destroy the creative sense of the game because of other unnecessary elements. This is a issue that game developers need to consider. 1. Chain video game mission. The existence of chain video games comes with an important mission, which is exactly like other games. Back then, online games popularized the Internet, and mobile video games popularized the mobile Internet. Mobile video games became popular after 3G and 4G. Blockchain games likewise have a mission. Blockchain video games should help more ordinary people find out and accept the blockchain. It is far from possible in today's design, and there is no solution to help normal people accept, adjust, and accept the area. Block chain. 2. Academic definition. The overall game needs to provide a well-described worldview and immerse the ball player on earth. Everyone has viewed the "Number One Player" movie. The game inside it is another world, nearly parallel to the real world. The overall game must set up a world view. 3. Visit the blockchain. Games need to focus on the problem of blockchain. The blockchain ought to be hidden being an infrastructure, and the blockchain cannot be experienced when playing games, so that gamers can accept it more easily. Just what does blockchain bring to video games? I understand it really is trust. Because of two points: (1) Blockchain data cannot be tampered with; (2) The smart agreement running on the chain will be automatically executed. The original Internet is one of the transmission of information, and the blockchain is the transmission of trust. This may make a profound shift in the production and operation of the game. At the same time, in this context, a larger-level division of work is achieved, producing the game ecosystem more fair and simply, and the identities among video game suppliers, operators, and gamers will become very, very equivalent. "Have confidence in" in blockchain video games is really a huge opportunity for SMEs. What's the most precious on earth? Trust is an extremely precious thing. It is also very hard for a large organization like Facebook to gain trust. Why is Libra so hard? Because even Congress doesn't believe in Libra much. Therefore, getting trust is an important direction for potential future breakthroughs in blockchain video games. A principle of game development Let me share with you the guidelines of game advancement, which are generally applicable to domestic games.
Check out this row associated with games. In 1995, "The Legend of Sword and Fairy" was launched, and China's Computer industry entered the embryonic stage. With "Legend of Sword and Fairy" because the representative, most single-player games prospect many younger Chinese to obtain in touch with and become acquainted with computers. We were educated and enlightened by video games. 2000 was the initial season of online games in China. The initial video game "King of Kings" was released, produced by Taiwan Lei Jue. This video game is amazing. After a lot more than ten years, I went back to watch the "King of Kings" mode. Numerous games right now can't perform it. "The King of Kings" in 2000, including the later "Legend", "Stone Age group", and "Miracle" produced the era of online games in China and greatly assisted the popularization of the Internet. At that time, going to Web cafes to have fun with online games was Extremely popular group activity. "Zhengtu" is more criticized than praised by the industry and gamers, but "Zhengtu" is essential to the game industry. "Zhengtu" brings a free of charge mode. Now many games come in this mode. Its not necessary money to have fun with games. You only need cash to get props and skills in the game. Before the emergence of the model, video games were all billed, either for single-player video games to get a license, or for online games to get some cards, have fun with for an hour and pay for an hour, pay 1st before playing. Under the paid design, small gamers in the game industry have no chances, however the free design differs, because many video games have a lot of possibilities for display. To put it simply, games with bad artwork but OK gameplay, and video games with good commercial styles at the cost level 've got good opportunities. "Zhengtu" has directed the free-to-play model, which includes increased the ARPU worth of the game industry by a big phase, allowing many little and medium-sized manufacturers to thrive. Even when Tencent and NetEase are usually so powerful, there are still several video game companies that are quite "nourishing. This is a major contribution created by "Zhengtu". "Group of Legends" and "King of Glory" should be very familiar to everyone, ushering in their particular eras. In 2010 2010 and 2011, traditional large-level MMORPG games slowly declined. However, following the release of "Group of Legends", MOBA originated. Instead of spending money on the ability, the mode of spending money on the unique game encounter became popular, leading online games to move forward for another 3 to 5 years. After 3G and 4G arrived, it entered the era of mobile games, and the star at the moment was "Glory of the King". "King of Glory" is really a item with a each day income greater than 100 million yuan. This type of income level and ability is difficult for many Web products to match. With the development of China's information technology, games are leading the way in the widespread application of new technologies every five years, from 1995, 2000, 2005, 2011, 2015 to 2020. The maturity of the blockchain in conjunction with historical possibilities may usher in the explosion of the chain video game industry during 2020. This is a essential rule, and good products can happen at the moment. There is also a historical possibility in 2020. Numerous sectors are turbulent under the epidemic, and the game industry has been able to create great progress despite global fluctuations and economic downturns. Individuals in the game industry I know have been busy lately. AMERICA includes a description of the economic phenomenon-the "lipstick effect". Once the economy is down, folks are not ready to spend big money, such as buying luxury goods, traveling abroad, investing in wealth management items, etc., everyone puts the money in their own hands , There will be some remaining cash. It is also quite unrealistic for folks not to spend money, therefore lipstick will be used as a cheap and unnecessary item release a consumer desire in special situations. The overall game perfectly matches the characteristics of cheap but nonessential lipsticks. Games will be the cheapest entertainment on earth. There is no entertainment product cheaper than playing games. The economy is hit during the epidemic, and the game industry will develop well. Advancement treats all video games equally, not just traditional video games, but also blockchain video games. How exactly to seize the traditional opportunity? Everyone of insight in the market need to seize the chance together. An era that's ready to emerge New blockchain games should appear, and the chain online game industry will enter a new era. There are various troubles in centralized video games. Games are saved on centralized servers. The advancement team is managed and the advancement team has total control. You can find risks and troubles in security and openness. Blockchain technologies is likely to produce a revolution in faith mechanisms, bring new technological reliable structures, establish faith ecology, and provide the game to a new historical stage. It is not an opponent video game between your operator and the ball player, but an ecological style of everyone's co-construction. Upon this basis, we submit a new concept of blockchain games-Decentralized Autonomous Games (DAG). Make full use of the consensus initiative, after reaching a consensus, it can spontaneously produce behavior, not just the behavior of playing games, but the behavior of helping and building the ecology and the city. Decentralized autonomous video games derive from code operation governance mechanisms, not controlled by business entities, and decentralized, so that they tend to be more objective, open up, and secure. There will certainly be a lot of collective wisdom used right here, the city and the game will grow concurrently, and the game will continue to update and improve itself. Once the video game is played based on the core features of the blockchain, the game will be pushed to a state of self-operation, self-administration, and self-development. "Self-operating" implies that the game revenue-expense routine is publicized about the blockchain. The main organization supported by the blockchain smart agreement represents all gamers. The ultimate in the future would be to operate immediately and manage the operation of the game through the inner program of the game. "Self-administration" continuously adjusts and regulates the behavior of gamers in the game by way of a consensus initiative system, rather than relying on a strong external program and everyone's consensus to regulate the behavior. "Self-development" video games form a new self-development video game model through community governance. This is exactly what I think into the future games, that will become "living" games, rather than "dead" games under centralized control. The string of urgent problems The vision is beautiful and the road is longer. As a participant in the chain video game industry, I'm also focusing on a game, and I seriously feel that there exists a group of troubles that need to be solved urgently. You can find three points at an individual level: 1. User threshold. Blockchain games need to be de-blockchainized and de-financed. What's definancialization? For example, the first access of the blockchain is really a wallet, which is a financial-grade item, which manages the property of a large number of customers and requires total security. Regarding absolute security, an individual experience will be sacrificed pretty much, and it is especially unfriendly to new users. However the blockchain video game itself is really a video game, and an individual of the game puts security factors on the second account, and the initial consideration should be experience. Do players really value safety when playing? Might not care therefore much. Traditional gamers cannot be kept out because of the monetary attributes and security of blockchain items. This is a little bit different and needs to be improved in the future. 2. User guidance. On the main one hand, the threshold for video games is quite high; however, most video games are carrying out small points with blockchain under the name of the game. "Searching for benevolence and getting benevolence", the current behavioral features of gamers and users are usually advocated by the game itself, and gamers cannot be blamed for the design of the game. User assistance needs to fundamentally change what sort of game is made. 3. User relationship. There is quite a few opposition (zero-sum video game) between operators and users. In the future, they will gradually shift to a more open up and community-based design to achieve decentralized qualifications. From the developer's point of view, the current public chain is not friendly sufficiently for developers. Traditional games certainly are a quite mature development program. A lot of entrepreneurs can simply enter the machine, and the threshold for chain video games is relatively high. Right now the underlying functionality does not support very complex video games, and future technologies needs to be improved. The above-mentioned situation will affect the advancement of chain games. It is for the industry to become more mature and assist chain video game producers and developers to achieve a more playable level of chain video games, so that chain video games could be popularized by the general public. The mission of the block chain is really a problem that needs to be solved urgently in chain video games. It's the mission that blockchain video games should shoulder in the future to get players in the game circle outside the chain and currency circles to utilize the blockchain by performing chain games. Today my sharing is here, this is actually the game we are doing right now, Horseman Move, welcome everyone to see. The following is the interactive exchange content Question: You just mentioned that the threshold of chain video games is higher than that of traditional video games, and there are numerous problems that need to be solved urgently. How long do you consider it is until the emergence of popular blockchain video games? Are you optimistic? Yu Kai: I'm quite optimistic. When AR and VR technology come out, everyone will believe that new video game types should come out, which includes cloud games that were very popular last year. These should result in a wave. Nevertheless, it did not actually happen. These video games are just easy technology replacements , nor constitute a fundamental model change. Nevertheless, the emergence of online games, free video games, and MOBA video games before is really a fundamental business design change, so it succeeded. Today, blockchain video games are much better in functionality than before. The new changes including Ethereum 2.0 may provide a lot of game developers in to the industry. Traditional veteran online game companies, such as Ubisoft, are doing blockchain games, and it's time and energy to explode after such a long time of accumulation. We are also trying to take our own game route, and we are able to develop a new video game design on HorsemanGO items. I hope that more talents and much more funds will be invested in blockchain video games. Under this premise, I believe that there will be explosions in chain video games during the past one or two 2 years. I think that the hallmark of a hot item is out of the circle. Avoid being in the chain circle. Visit the video game circle to get gamers and let them have fun with blockchain video games. The hot cash will certainly appear, and it will definitely lead the advancement of the chain video game. . Question: Reveal about the Horseman GO video game. Yu Kai: Both Horseman Move and PlatON are projects supported by the LatticeX Foundation. It can be said that the game Horseman GO wants to discover new ways of merging blockchain projects and games. During the past, blockchain projects were still supported by ecological items. In our design, we straight devote ourselves to video game operation and distribution in a more intimate manner. In this way, resources could be much better collected, the benefit can be used, and the game could be made better. The Horseman GO product puts all game revenues in the central wallet of the smart contract. It can be understood that the amount of money after purchasing things is not all ours. We make use of section of it as price assistance and handling charges, and most of the amount of money is returned to the game. Designated to players. It is equal to "extracted from the ball player and useful for the ball player". Everyone consumes to greatly help the game grow quicker and develop much better. At the same time, I wish to use a section of it being an incentive bonus for novices to guide more players in to the game world. It is still in the testing stage and there are numerous shortcomings. There are a lot of communities and partners helping us to make the game much healthier. Our idea would be to start the core 1st, and open it upward a bit in the future. After all the video games are opened up, the community will need greater responsibility in the advancement of the game and make the game create better. This is our original intention. Horseman Move is founded on learning to be a fun video game. Fun games nevertheless have plenty of pressure to create right now, but this is actually the street that chain traveling should take.
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2019 South Korean Game White Paper: 880 local game companies The fourth largest mobile game market in the world
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Looking at the overall situation, in 2018, the domestic game market in South Korea reached 14,290.2 billion won (approximately 12.34 billion U.S. dollars), an increase of 8.7% compared with 2017 (13,142.3 billion won, approximately 11.35 billion U.S. dollars). South Korea's game industry continued to grow during the ten years from 2009 to 2018. Although it declined slightly in 2013 (a decrease of 0.3% year-on-year), it resumed growth in 2014 and maintained its growth momentum until 2018. The Korean mobile game market surpassed PC games for the first time in 2017, and it also occupied a dominant position in the Korean game industry in 2018. In 2018, the sales revenue of the mobile game market reached 6,655.8 billion won (approximately 5.75 billion U.S. dollars), accounting for 46.6% of the total game industry sales revenue. The sales revenue of PC games was 50236 billion won (approximately 4.34 billion U.S. dollars), accounting for 35.1% of the total game industry sales revenue. The sales revenue of Internet cafes was 1,828.3 billion won (approximately 1.58 billion U.S. dollars), accounting for 12.8% of the total game industry sales revenue. The sales revenue of console games was 528.5 billion won (approximately 456 million U.S. dollars), which accounted for the proportion of the total game industry sales revenue from 2.8% in 2017 to 3.7%. In 2018, the sales revenue of the Korean game industry only saw a year-on-year decrease of 12% in the sales of arcade games, while other sales revenues increased year-on-year. However, the growth rate has decreased compared with 2017. In terms of growth rate, only console game sales revenue has maintained a high growth rate for two consecutive years, and the growth rate reached 41.5% in 2018. The growth rate of PC games was 10.6%, the growth rate of mobile games was 7.2%, and the growth rate of arcade games and Internet cafes remained around 3%. In 2018, the export value of the Korean game industry increased by 8.2% year-on-year to reach 6.411 billion US dollars. Imports also increased by 16.3% year-on-year, reaching US$306 million. 1. Game industry trends in 2018 In 2018, the Korean game market grew by 8.7% year-on-year, reaching 14,290.2 billion won In 2018, the domestic game market in South Korea reached 14,290.2 billion won (approximately 12.34 billion U.S. dollars), an increase of 8.7% compared to 2017. South Korea's game industry has maintained a growth trend as a whole, with only a slight decline in 2013, but has maintained its growth momentum after resuming growth in 2014. However, the year-on-year growth rate in 2018 was significantly slower than in 2017.
The scale of the mobile game market reached 6,655.8 billion won, accounting for 46.6% of the total game market In 2017, South Korea's mobile game market surpassed the PC game market for the first time, and the focus of the Korean game industry has shifted to mobile games. In 2018, the scale of the mobile game market continued to account for the largest proportion of the overall game industry. In 2018, the sales revenue of the mobile game market reached 6,655.8 billion won (approximately 5.75 billion U.S. dollars), with a market share of 46.6%, a slight decrease from 2017 (47.3%). The sales revenue of the PC game market was 50236 billion won, with a market share of 35.1%, a slight increase from 2017 (34.6%). The sales revenue of the console game market was 528.5 billion won, with a market share of 3.7%, and both sales revenue and market share increased significantly year-on-year. In the overall game industry, only arcade game halls saw a year-on-year decrease of 12% in sales revenue, while other sales revenues increased year-on-year. According to statistics, in 2018, the share of arcade games was 1.3%, that of Internet cafes was 12.8%, and that of arcade game halls was 0.5%.
Compared with 2017, the growth rate in 2018 has generally slowed down. However, the sales revenue of the console game market increased by 41.5% year-on-year, continuing to maintain a substantial growth momentum. The sales revenue of the PC game market also increased by 10.6% year-on-year, showing a substantial increase. The sales revenue of the mobile game market increased by 7.2% year-on-year, the sales revenue of the arcade game market increased by 3.1% year-on-year, and the sales revenue of Internet cafes increased by 3.9% year-on-year. In 2018, exports increased by 8.2% year-on-year to US$6.411 billion In 2018, the export value of the Korean game industry increased by 8.2% year-on-year to reach 6.411 billion US dollars. Imports also increased 16.3% year-on-year, reaching US$306 million.
From the perspective of various game platforms, the export scale of PC games reached US$3.42 billion, accounting for the largest proportion. The export scale of mobile games was 2.876 billion US dollars, the export scale of console games was 80.93 million US dollars, and the export scale of arcade games was 33.58 million US dollars. From the perspective of import scale, the import scale of PC games in 2018 was 57.18 million US dollars. The import scale of mobile games was US$107 million, and the import scale of console games was US$139 million. The import value of these two platforms has increased on a large scale. The import scale of mobile games has increased by USD 13.44 million year-on-year, and the import scale of console games has increased by USD 40.16 million year-on-year. The import scale of arcade games is USD 2.31 million.
In 2018, among the major exporting countries and regions of Korean games, "Greater China" (Mainland China, Hong Kong, and Taiwan, China merged into the "Greater China") accounted for the largest proportion with a rate of 46.5%. Followed by "North America" ​​(15.9%), "Japan" (14.2%), "Southeast Asia" (10.3%), and "Europe" (6.5%). Compared with 2017, exports to Greater China and Southeast Asia decreased, while exports to other regions increased. The proportion of exports to Greater China fell by 14.0% year-on-year, and the proportion of exports to Southeast Asia fell by 2.3% year-on-year. On the contrary, the proportion of exports to North America increased by 9.3% year-on-year, showing a substantial increase. In addition, the proportion of exports to Japan increased by 2.2% year-on-year, the proportion of exports to Europe increased by 2.7% year-on-year, and the proportion of exports to other regions increased by 2.2% year-on-year.
When looking at the proportions of exporting countries and regions by game platform, among the exporting regions of PC games in 2018, "Greater China" accounted for the largest proportion with a ratio of 54.5%. Then, in order, “Japan” (14.7%), “North America” (13.2%), “Europe” (6.4%), and “Southeast Asia” (5.3%). The proportion of exports to “Greater China” and “Southeast Asia” decreased by 20.3% and 1.4% year-on-year respectively, while the proportion of exports to “Japan”, “North America” and “Europe” increased by 10.1%, 6.3%, and 1.8% respectively. It can be seen that the decline in "Greater China" and the rise in "Japan" are very large. Among the export regions of mobile games, "Greater China" also accounts for the largest proportion with a ratio of 38.5%. Next, they are "North America" ​​(18.4%), "Southeast Asia" (16.4%), "Japan" (13.2%), and "Europe" (5.9%). Compared with 2017, the proportion of exports to “Greater China”, “Japan” and “Southeast Asia” decreased by 5.8%, 8.2% and 0.7% respectively. On the contrary, the proportion of exports to “North America” and “Europe” increased by 11.7% and 1.4% respectively. South Korea accounts for 6.3% of the global game market, ranking fourth in the world in the mobile game market In 2018, South Korea accounted for 6.3% of the global game market, ranking fourth in the world following the United States, China, and Japan. The countries from fifth to tenth are the United Kingdom, Germany, France, Italy, Canada, and Spain. In the PC gaming sector, South Korea ranks second in the world with 13.9% share, second only to China. South Korea has been ranked second in the world in the PC gaming sector until 2016, but was surpassed by the United States in 2017. In 2018, South Korea surpassed the United States again to rise to second place by a very small gap. In 2018, South Korea ranked fourth in the world with a 9.5% share in the global mobile game market, followed by China, Japan, and the United States, but its share is similar to that of China (26.5%), Japan (16.5%), and the United States (14.9%). Big gap. Compared with 2017, China's share in the global mobile game market has increased by 5.8%, consolidating its number one position. Japan's share increased by 0.1%, while the US share decreased by 0.7%. In the console game sector, South Korea's share of the global market is very small. However, the size of the market has been increasing in recent years, and its share of the global market reached 1% in 2018.
880 producers and publishers, 11801 Internet cafes, 676 arcade game halls, and a total of 85,492 employees As of 2018, there are 880 game producers and publishers in South Korea. It is estimated that there are 11,801 Internet cafes and 676 arcade game halls in the game circulation industry. In 2018, there were 85,492 people engaged in the game industry, an increase of 4.3% over 2017 (81932). The number of employees in the game production and development industry is 37,035, accounting for 43.3% of the total number of employees in the game industry. The number of employees in the game circulation industry is 48,457, accounting for 56.7% of the total number of employees in the game industry. In 2018, the number of employees in the game production and publishing industry increased by 6.8% year-on-year to 37035. The number of employees in the game production and development industry has increased on all game platforms, and the number of employees in mobile games, console games, and arcade games has increased by more than 10% year-on-year. However, the number of PC game employees only increased by 0.4% year-on-year. The number of employees in the game circulation industry (Internet cafes, arcade game halls) increased by 2.5% year-on-year to 48,457. Among them, the number of employees in Internet cafes increased by 3.2%, but the number of employees in arcade game halls decreased by 15.1%.
In 2018, the global game market grew by 7.1% year-on-year In 2018, the global game market grew by 7.1% year-on-year to reach US$178.368 billion. All categories including PC, mobile, console, and arcade grew year-on-year. In particular, the mobile game market grew by 10.0% year-on-year, and the console game market grew by 8.5% year-on-year, driving the development of the entire game industry. Following 2017, mobile gaming platforms also accounted for the largest share of the global gaming market in 2018. The scale of the mobile game market reached 63.884 billion US dollars, accounting for 35.8% of the total game market. It is closely followed by console games with a market share of 27.5% and a market size of 45.968 billion US dollars. PC game sales revenue was 32.807 billion U.S. dollars, with a market share of 18.4%. The sales of arcade games are 32.709 billion US dollars, with a market share of 18.3%. It is expected that the sales of the global game market will continue to be concentrated in mobile games in the future, and the market share will reach 39.0% by 2021. Affected by this, the proportion of sales of PC, console games, and arcade games is expected to decrease from 2018. In terms of regions, it is expected that in 2021, the proportions of Asia and South America will increase compared to 2018, and the proportions of North America and Europe will decrease compared with 2018. However, the degree of change will not be too great. It is estimated that in 2021, the share of Asia will increase by 0.4% from 2018 to 21.5%; the share of South America will increase by 0.3% from 2018 to 2.2%; the share of North America will drop by 0.3% from 2018 to 22.3%; the share of Europe will be 22.3% In 2018, it decreased by 0.3% to 48.1%.
2. Game user characteristics Game user ratio According to a survey conducted with ordinary people aged 10 to 65 (n=3037), 65.7% of them have played games after June 2018. Among those who have played games (n=1995), the ones who have played "mobile games" (90.0%) are the most. Then, they are "PC game" (64.1%), "host game" (20.3%), and "arcade game" (11.9%). At the same time, 98.7% of those who have played games (n=1995) use the Internet in ordinary times. When game users go online for purposes other than work and study, the devices they use are "smart phones" (97.1%), "desktops" (66.9%), "notebooks and netbooks" (48.9%) and so on.
29.8% of people answered "yes" to the question "whether to go to Internet cafes more than once a week" for game users. On average, the rate of men going to Internet cafes more than once a week is higher than that of women, with the most people under 30 years old. Among users who went to Internet cafes more than once a week on average, users who answered that they mainly played games in Internet cafes (n=576) asked the reasons for playing games in Internet cafes. As a result, the answer "to get along well with friends or colleagues" (first place: 31.5%, first place + second place: 54.5%) was the highest. However, male users have the highest rate of answering "to get along well with friends or colleagues", while female users have the highest rate of answering "due to high computer configuration (performance)". User ratio of each gaming platform 1. PC games Among the survey respondents aged 10 to 65, the proportion of users who have recently played PC games (after June 2018) is 42.1%, which is 2.1% higher than the 2018 survey (40.0%). In terms of gender, the ratio of men is much higher than that of women; in terms of age, the ratio of users under 40 is relatively higher.
2. Mobile games Among the survey respondents, more than half (59.0%) have played mobile games recently, which is basically the same as the 2018 survey results (59.3%). In terms of gender, there is not much difference in the ratio of male and female users; in terms of age, the ratio of users under 40 is relatively higher than that of users over 40.
3. Console game The user ratio of console games is 13.3%. That is, among the survey respondents, one in ten is a console game user. This is an increase of 2.9% over 2018. In terms of gender, the ratio of male users is higher than that of female users; in terms of age, the ratio of users aged 20-29 and 30-39 is relatively higher than other age groups.
4. Arcade games Among the survey respondents, 7.8% answered that they have played arcade games recently, which is basically the same as the 2018 survey results (7.1%). In terms of gender, there is not much difference in the ratio of male and female users; in terms of age, the ratio of users under 40 is relatively higher than that of users over 40, especially those between 20 and 29.
5. Virtual reality games The proportion of users who have played virtual reality (VR) games is 5.8%, which is basically the same as the 2018 survey results (5.7%). In terms of gender, there is not much difference in the ratio of male and female users; in terms of age, the ratio of users between 20 and 49 is relatively higher than that of other age groups.
3. Expected South Korea in 2019 The size of the game market will continue to grow In 2019, the size of South Korea's game market is expected to grow by 5.1% compared with 2018, reaching 15,017.2 billion won (approximately 12.98 billion US dollars). Although all game platforms in the game production and distribution industry and the game circulation industry predict that the overall industry scale will grow, the growth rate will slow down. Judging from the situation at the time of the forecast, it is estimated that there will be no special expectation or change. However, due to changes in the market, these forecasts may change. In 2019, the size of the PC game market is expected to grow 3.4% over 2018, reaching 5,192.9 billion won. Although the status of PC games in the Korean game industry is far lower than before, judging from the popularity of PlayerUnknown's Battlegrounds or Lost Ark, as long as they can develop fun games, there are still many PC game users. However, the current PC game market is mainly dominated by a few well-known games. If these games experience user separation, the market size will shrink again. In particular, if there are no new popular games by 2021, when PlayerUnknown's Battlegrounds has been on the market for more than three years, the size of the PC game market is likely to return to a downward trend. In addition, Internet cafes are expected to increase and decrease in line with the development trend of PC games. The mobile game market is expected to continue its growth momentum, but the growth rate will be much lower than before. In 2019, the size of the mobile game market is expected to grow by 6.4% year-on-year, reaching 7072.4 billion won. The sales revenue of the popular "Lineage 2 Revolution" or "Lineage 2 Revolution" or "Lineage M" in the past is gradually turning into a decreasing trend. The game industry has reservations about whether there will be new popular games that can restore the aforementioned decreasing trend. The highly anticipated "Lineage 2M (Lineage 2M)" is also considered to be less influential than expected due to the overlap with the user layer of "Lineage 2: Oath" or "Lineage M" that shares IP. Taking these prospects into account, it is expected that the mobile game market will temporarily maintain single-digit growth.
Due to the console version of popular games such as Nintendo SWITCH and PlayerUnknown's Battlegrounds released in December 2017, the console game market has grown substantially in 2017 and 2018 for two consecutive years. However, there are no favorable factors comparable to it in 2019. First of all, Nintendo's SWITCH sales effect has almost disappeared. Therefore, it is predicted that the performance of the console game market from 2019 to 2020 will be mainly based on game sales performance. Excluding the sales of hardware equipment, the possibility of slow growth in the size of the console game market is high, but it may also shrink again. However, it is expected that the new generation of PlayStation will be launched in December 2020 and the new generation of Xbox will be available at the end of 2020. The sales performance of these devices will have a positive impact on the scale of the console game market in 2021. The scale of the arcade game market and the arcade game hall market is expected to fluctuate within a certain range in the future. At the same time, it is expected that arcade game halls will usher in new growth opportunities through integration with other facilities such as theaters and integrated shopping malls or becoming a family cultural space. On the other hand, it is expected that the number of closed and closed arcade game halls will also increase, and these factors will affect arcade games. Currently, many people agree that there is no killer content in arcade arcades. Although games or simulators using virtual reality have attracted people's attention, they have not yet fully settled in the market. In the future, the success or failure of arcade games and arcade game halls will depend on the development of these killer content. IV. 2018~2019 Major events in the Korean game industry in the first half of the year 1. Improve the control of games 2019 was a year of relaxation of regulations surrounding games. First, the Ministry of Culture, Sports and Tourism abolished the consumption quota for PC online games on June 27. The consumption limit for PC online games that cannot exceed KRW 500,000 per month based on adults is a representative control that has lasted for nearly 20 years. In particular, although the consumption limit of games is not clearly stipulated in the law, the game company must indicate the monthly consumption limit when accepting the game level review, which has become a substantive control. Because the mobile games that provide services on international platforms such as Google and Apple not only have no level division, but also no consumption limit. Therefore, South Korea's PC online game consumption limit is regarded as reverse discrimination and has been required to be improved. The Ministry of Culture, Sports and Tourism expressed its intention to make improvements and implemented improvements after Chief Park Liangyu took office. After improvements, the monthly spending limit for online board games such as Go-Stop (flower card game) and card games and youth accounts continue to remain unchanged, but adults are allowed to spend freely within the 10 million won limit. Game users can set the monthly limit by themselves, and can also change the limit twice a month. With the improvement, game companies such as NEXON, NC Soft, and SMILEGATE have raised the basic monthly consumption limit for PC online games to 1 million won. In addition, the use of credit cards to play arcade games has also been opened up. The Game Management Committee began to classify arcade games with no age restrictions and electronic payment functions such as credit cards from July 2019. Existing arcade games can only use coins and banknotes. This is a measure to prevent gambling behaviors and disguised business operations such as cashing in arcade games. Because of this restriction, it is difficult for owners to establish a flexible business model, and game users must carry cash to play games. While accepting the social atmosphere of the declining use of cash, this measure of the Game Management Committee gave more freedom to corporate activities. These two improvements are implemented at the level of ensuring the convenience and self-discipline of users, and in some parts, the level of economic development is also considered. The gaming industry welcomes this because of improved regulations that hinder industry development. At the same time, it is also hoped that other negative factors such as the "compulsory anti-addiction system" of PC online games or listing games as diseases can be improved. 2. The competitiveness of small and medium-sized game companies has weakened From 2018 to the first half of 2019, due to the lack of new large-scale games or the sluggishness of existing large-scale games, game development has shrunk, and the environment of core game companies has become more and more severe. Worries about the Korean game industry ecosystem The sound is getting louder. NEXON failed to actively launch new games due to issues related to the sale. NC Soft did not launch a new game after launching "Lineage M" and passed a strategic blank period. Although Netmarble has successively launched "Blade & Soul Revolution", "Seven Deadly Sins: Grand Cross", "BTS World" and other games since the end of 2018, it has been rated as a result Not as good as previous games. With the popularization of international mobile game platforms such as Google and Apple, competition has become increasingly fierce. This has become one of the reasons why the status of the backbone game companies has shrunk. Due to fierce competition, game companies are in a difficult position to launch successful games. And in order to succeed, more costs need to be invested, so the profitability becomes worse and worse. Large companies use efficiency as an excuse to reduce investment in the backbone or small and medium-sized game companies. Affected by this, small and medium-sized game companies lacking funds are unable to develop new games and gradually wither away. At the same time, there are more and more games that can replace content produced by Korean small and medium game companies. In other words, even if South Korea does not develop new games, it can still be filled with games developed by countries such as China. Moreover, there are many cases where the profitability of purchasing services provided by foreign games is better than developing games. Therefore, South Korean small and medium game companies have fewer and fewer opportunities to develop projects. With games such as virtual reality and augmented reality (AR) gaining attention from around 2017, the game industry expects these games to bring new development opportunities to the industry. However, these games are still in the position of "potential stocks" in 2018. Although large-scale virtual reality theme parks have appeared in several major business districts, the rate of repeat visitors is not high. Moreover, it is difficult to improve efficiency due to additional expenses for security personnel. In addition, there is a lack of killer content. Although several companies have tried to produce various virtual reality games such as shooting and thrillers, they have not yet launched content that can attract a large number of users. The popularity of head-mounted displays is slower than expected and also hinders the development of virtual reality games. Virtual reality game development companies need to actively explore overseas markets such as China or Southeast Asia. Many people think that the diversity of games is also decreasing. Large game companies believe that MMORPG can attract many users at the same time, allowing them to continue to play games, thereby earning income. Therefore, the focus is on the production of massively multiplayer online role-playing games. As a result, there are not many development plans for other types of games except MMORPG. Fortunately, in recent years, companies with international-level development capabilities such as PUBG and Pearl Abyss have emerged to promote the development of the game industry. Of course, for game companies run by individuals or a small number of people, these companies are also companies that survive with the support of large-scale funds. Therefore, it cannot be said to be a completely successful example or an example worth imitating. In order to solve the problem that the development of the Korean game industry is in a downturn, various attempts and efforts are required. 3. The success and significance of the game in the form of "Auto Chess" After "Auto Chess" was released in "DOTA2" mode on January 4, 2019, it attracted huge unexpected attention. "Auto Chess" is a game developed through so-called moding. Modular means that the game made by the developer is modified by the user or external developer as the original version. Moding (Module) is a word that renames nouns by adding mod after the word modification which means modification, change, etc. Therefore, the module can be understood as modifying or adjusting the logic, conditions, and methods of the game. After the release of "Auto Chess", the number of users increased rapidly with good reputation. As the popularity of "Auto Chess" has risen, interest in the original game "Dota 2" has also increased. In some surveys for the first quarter of 2019, the game time of Dota 2 even surpassed the most popular games such as League of Legends and PlayerUnknown's Battlegrounds. Although "Auto Chess" can be implemented in various forms, the most basic is a combination of defensive games that defend a certain area and a card game that uses decks to compete with each other. Moreover, the user's physical ability such as strategy plays a more important role in the outcome of the game than fast movements. That is, changing the layout according to the characteristics of the stage or the way of progress, the characteristics of the characters possessed, etc. will have an important impact on the outcome of the game. The popularity of Auto Chess shows that the success of games born through modules is not accidental. The process by which users can freely combine and arrange various elements of the game according to new ideas or according to their own interests through modules can make people create new game rules or focus on the game. And in many cases, the modules are carried out in a way that strengthens the advantages of the original game. In addition, the needs or requirements of users can be reflected in this process, and the game can be improved by collecting opinions widely. Before "Auto Chess", there were many games that were derived from modules and achieved great success. "League of Legends" through the "Dota" module, "PUBG Mobile" through the "Arma" series of module development, both games have achieved great success in the global market. "League of Legends", "PUBG Mobile", and "Auto Chess" all use the advantages of modules to develop games that are more adult than the original. From this perspective, modules have played an important role in the development of new games and the formation of the game market after 2010. After "Auto Chess" became popular, many developers began to make similar games. For game companies that need to ensure a large number of users, they should consider making popular games, but this will lead to a proliferation of similar games. Moreover, imitating game productions that are mainly conducted in a predetermined manner will be criticized for negatively affecting the promotion of creativity or the development of game development methodology. In order to quickly create similar games and launch them on the market, there are cases where imperfect games or games that have not been safely solved for flaws and vulnerabilities have emerged. 4. Changes in the arcade game hall In May 2019, many arcade game companies from South Korea and Japan participated in the PlayX4 Game Expo held at Ilsan KINTEX (Korea International Convention and Exhibition Center). Including music rhythm games, sports games and many other games suitable for both men and women appeared at the fair, attracting people's attention and showing that games are no longer exclusive entertainment for some people, but can be enjoyed by the whole family. culture. The arcade game hall is also becoming an entertainment space for everyone to enjoy together. The increase of indoor playgrounds using virtual reality content has also become a factor in promoting the development of the arcade game market. Not only have stores that provide virtual reality game services appearing, but the introduction of virtual reality games and content in existing arcade game halls has also increased. Relatively speaking, children's cafes that introduced digital content late have also introduced virtual reality games and riding arcade games. However, the operating conditions of the new arcade arcade have also changed. To put it simply, the cost of investment is substantially higher than the existing arcade game hall. Because it is different from the existing hidden arcade game halls, opening a business in an open place or a place with a large floating population is more conducive to business operation, so construction costs, rental costs, and decoration costs have increased significantly. Virtual reality game equipment or experience equipment is mostly bulky and difficult to deploy efficiently. Therefore, even if the number of equipment is the same as in the past, more space is required. And these devices are more expensive than the original arcade game consoles. In addition, virtual reality games need to wear VR glasses, because they are blindfolded, security personnel are also required. Owners who can afford these costs can set up arcade arcades as large-scale stores, but small owners will increasingly find themselves in a difficult situation. Noryangjin Online Game Park, Hyehwa Ace Game Plaza and other arcade game halls that used to represent a region have closed down one after another. Although the personally-run arcade game hall responded by changing the main equipment to a coin-operated karaoke hall, a claw machine, etc., over time, it will eventually go bankrupt because no one cares. On the contrary, the large arcade game hall established with the help of strong funds has been further developed. Compared with existing game halls, most of these arcade game halls are located in well-accessible locations. Moreover, the space layout and the use of equipment showed a trendy side, which enabled the arcade game hall to achieve "qualitative" development. The amusement arcades that settled in general shopping malls have begun to become places where all ages and the whole family can enjoy themselves together. The arcade game hall is undergoing various changes. In the process, there has been a phenomenon of concentration on large companies with sufficient financial strength. On the other hand, the prejudice and bad impression of arcade game halls formed by the previous generation has also been rapidly improved. Whether the arcade game hall can realize the "qualitative" change that allows everyone to relax and enjoy a happy entertainment place is expected. 5. The prospects of game streaming services and their expectations and concerns Multinational companies such as Google, Apple, Amazon, and Microsoft have all announced plans for game streaming services (Streaming Service) in 2019. The game streaming service is based on Cloud technology. If streaming services can be realized on a stable technical basis, different types and configurations such as mobile devices and PCs can all enjoy high-quality game services. What attracts attention along with game streaming is a usage form called subscription. Existing games earn income by selling game installation packages or in-game items, but the game streaming service introduced above adopts a method of paying a specified fee and choosing various games to enjoy freely within a specified period. The game streaming services provided by Google through STADIA will be divided into two types. One is the "Basic Edition". The basic version provides free services and supports up to 1080p resolution, 60fps and stereo. The other is the "Professional Edition". The Professional Edition provides paid services, supports up to 4K resolution, 60fps and 5.1 surround sound, and the price is $9.99 per month. For subscribers of the "Professional Edition", free games will be provided regularly. In addition, it is also planned to provide games that even users who subscribe to the "Professional Edition" will have to purchase separately. As long as Apple's ARCADE pays a subscription fee, you can freely enjoy more than 100 exclusive games. At the same time, special games will be provided, including "Fantasia" newly launched by Hiroshin Sakaguchi, who made "Final Fantasy". In addition, if you bind an Apple account, you can play up to six people with one package. Microsoft plans to cooperate with SK Telecom to test Project xCloud in the third and fourth quarters of 2019. This test belongs to the preparation stage of improving the service, and aims to collect the actual use environment and scripting experience faced by game users in the cloud environment. After analyzing these experiences, Microsoft plans to launch formal services through demonstration services and other processes. From the user's point of view, the advantage of game streaming is that you can freely enjoy high-quality game services by paying a certain fee. It can be seen from Apple's charging policy that the possibility of using games as content that the whole family can enjoy together is very high. Google also plans to provide the ability to go directly to the game when watching game videos on YouTube, etc., which will greatly improve the accessibility of the game. Streaming service companies that acquire users can earn stable income every month through subscription fees. Ensuring income can improve the stability of the business, while also increasing subscribers through other services. Streaming services will also be a very good opportunity for game developers. In order to provide game streaming services, we must first ensure a large number of games. In order to attract different subscribers and increase their satisfaction, not only well-known games or large-scale games, but also small-scale casual games are needed. Under such circumstances, the game procurement competition is becoming increasingly fierce, and games developed by stable developers will attract attention. Developers who provide games for streaming services can gain new markets through large-scale subscriber pools of multinational companies. For large Korean game companies that currently publish traditional games, game streaming services will become a new competitive element. Moreover, it is a very large multinational company that plans this service, so it will feel a great burden. Even, as gaming platforms, Google and Apple have exerted a strong influence in the Korean mobile game market through Google Play and App Store. It requires in-depth research and thinking about what effective strategy should be adopted when in direct competition with them. But game streaming services have not completely eliminated people's concerns about technological boundaries. In particular, most people are not yet sure whether the network environment has reached a level that can smoothly support streaming services. In order to provide game streaming services, we must first have a foundation that can process large-capacity data at high speed. However, even South Korea, the world's first to launch 5G commercial services, has insufficient coverage, and places with high-speed Internet infrastructure that can provide game streaming services are also extremely limited. Therefore, many people believe that before introducing necessary content in order to improve competitiveness, it is necessary to establish the technical foundation required to provide game streaming services. However, building a network usually requires large-scale investment and a lot of time, so it is expected that it will take a lot of time to provide real game streaming services. 6. Game, expand the scope to watchable content After 2018 and the first half of 2019, games in Korea have become watchable content. E-sports, which dominates the culture of "games to watch", has been included in the 2018 Jakarta-Palembang Asian Games (2018 Jakarta-Palembang Asian Games) as a performance item. South Korea broadcasted the e-sports games of the Asian Games through terrestrial television.
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luciebell-writes · 4 years ago
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What does the explosive growth of DeFi give the?
"Did DeFi bring a bull market? " On June 16th, COMP went on the web with an increase of 6000%+, an amazing increase. Everyone in WeChat groups is asking this question.
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"Did DeFi bring a bull market? " With the total market value of DeFi reaching 7. 922 billion U. S. dollars and the total value of locked assets reaching 2. 56 billion U. S. dollars, it generally does not make sense to just look at the data, but on June 16, the total market value of DeFi was only significantly more than 2 billion U. S. dollars, and the locked assets were only one. 17 billion U. S. dollars.. How is it going? The price tag on Bitcoin has not moved previously day or two, and the silent market has made many onlookers sad. They originally expected the cost to go up after the halving event, which was unsuccessful. Nevertheless , with the popularity of DeFi, some analysts genuinely believe that DeFi has contributed tremendous value to the current Bitcoin story. Without this support, the price of Bitcoin could be notably below the common of the past 3 months. By 14: 47 on July 13th, the present price of BTC was 9375. 97 USD, with an increase of 2. 06% previously 1 week. What exactly is DeFi? DeFi is the abbreviation of "distributed finance", which usually describes digital assets and financial smart contracts, agreements and decentralized applications (DApps) centered on Ethereum. In short, it is financial pc software built on the blockchain. May be pieced together like Money Legos. Based on ETH, such as for example Compound, Maker, Synthetix, etc ., centered on BTC, EOS is just a small number, such as for example Lighting Network (Lightning Network), EOS REX, etc .
The existing state of prosperity in the DeFi space means that new tokens can be afflicted with boom and bust cycles. For example , Compound's token COMP has a historical most of US$377. 96 and a lowest of US$53. The existing price is US$173. 13, with a decrease of 12. 44% previously 1 week. Compound liquidity mining is an incentive plan made to attract new users (to increase new liquidity) and reward them with governance tokens. This well-designed growth mechanism frequently leads to an unnatural surge in the DeFi market. So far as Compound itself is worried, the total locked assets amounted to 694 million US dollars. As can be seen from the figure below, there's been explosive growth since June 16. ![What does the explosive growth of DeFi give the? ]() Source: DEFI PULSE It could be said that the most popular and fastest growing industry in DeFi is the lending platform. Similar to a bank, users can deposit money and earn interest from other users who borrow their assets. Nevertheless , in this case, the asset is cryptocurrency, and the smart contract connects the lender to the borrower, enforces the loan terms, and distributes interest. And all this happens without the necessity for mutual trust or middleman banks. Moreover, due to the transparency given by blockchain, by reducing middlemen, lenders can earn higher returns and have a clearer understanding of risks. As the value of Bitcoin and Ethereum locked in DeFi increases over time, the transaction method of getting Bitcoin and Ethereum is decreasing. This decline has further boosted the costs of Bitcoin and Ethereum. On the other hand, the cost increase of other cryptocurrencies can be associated with the growth of DeFi. You will find trading pairs for BTC, ETH as well as other cryptocurrencies, which contributes to the prosperity of the complete cryptocurrency market. Some analysts genuinely believe that this connection is Bitcoin and Ethereum prices provide subtle support. Although DeFi has achieved great success previously 3 months, in addition, it brings risks. The flexible nature of cryptocurrency means that the rising digital assets of locked positions will soon reverse. This may have spillover effects on Bitcoin prices.
The escalation in the past year is 3650. 03% The growth of DeFi, as well as driving the costs of other cryptocurrencies, has also achieved considerable benefits.
By 17: 30 on July 13th, some conventional currencies such as for example Bitcoin and Ethereum have fallen by 18. 50% and 10. 76% respectively previously year. On the other hand, DeFi tokens have shown a fantastic escalation in the past year. The highest is LEND, which will be 3650. 03%, SNX is 913. 38%, KNC is 676. 46%, as well as other tokens such as for example BNT, LRC, LINK, ZRX, etc . also have increased in varying degrees and therefore are still rising. LEND, with the best increase, is just a decentralized lending platform. It had been issued in 2017 with an issue price of US$0. 01. In September 2018, it absolutely was renamed from “ETHLend” to “Aave”, which is a Finnish word meaning “ "Ghost", the price of LEND can be as ghostly as a "ghost". Do not look at it's increase of 3650. 03% previously year. For an extended period of amount of time in 2019, it absolutely was 0. 0042 US dollars and the best price was 0. 44 US dollars. 99. 25%, which will be very nearly zero in the eyes of all investors. But in 2010, taking advantage of the “DeFi” trend, it suddenly became popular, and the increase was amazing. So far as the project itself is worried, in-may 2020, Aave introduced asset selection risk evaluation. The diversity of the agreement provides people with the ability to deposit digital assets such as for example LINK and SNX according to their preferences to earn additional borrowing capacity. Additionally , on July 8, Aave announced the launch of a new feature called Credit Delegation, that allows users to provide peer-to-peer loans without collateral requirements. For example , depositors can entrust their personal line of credit. For example , Karen deposits a USDT to Aave and entrusts her personal line of credit to Chad, who are able to withdraw funds such as for example ETH from the Aave agreement. The newest news, Aave Chief Operating Officer Jordan Lazaro Gustave announced, "We will soon announce a new token economic model, that may include liquidity rewards and plans for Lend token pledge rewards”. Source: Non-small
Veteran DeFi tokens such as for example LRC, REN, BNT, NMR, etc . have surged, that has brought joy to the. REN has increased by significantly more than 503. 58% in 2010. Unlike other DeFi tokens, REN is currently listed on the top exchanges Binance and Huobi, with 24h trading level of RMB 24, 930, 700 and RMB 13, 577, 200 respectively. Republic Protocol (REN) is just a protocol for BTC/ETH, BTC/ERC20 and ETH/ERC20 to trade numerous encrypted assets in distributed dark pools. It is the only zone proven to have such distributed encrypted asset dark pool trading technology. Block chain enterprises. In the standard American and European stock markets, dark pool trading accounts for about 10-30% of most trade volume. JPMorgan Chase, Goldman Sachs, Fidelity, Deutsche Bank, Morgan Stanley are among the few brokers with dark pool trading. REN was issued in 2018, and its annual historical price is $0. 16 in 2020. With regards to project dynamics, REN CEO Taiyang stated that Ren has generated a multi-party computing (MPC) protocol, RenVM. The initial use case we recently launched on the mainnet is just a bridge between BTC, BCH, ZEC and ETH. Ren, Synthetix and Curve reach a cooperation. To put it simply, DeFi will collaborate together to make the asset flow more smoothly. Source: Non-small In just one month, the "liquid mining" boom started by Compound has brought different levels of traffic and funds to the, and also brought new gameplay. To a certain degree, DeFi is apparently very "Blockchain", decentralization, distributed finance, etc ., seem to once again allow philosophy behind the blockchain shine.
The blockchain is still alive, so that as the initial application scenario, the cryptocurrency can be alive. It's not only alive, this indicates to be alive with another flavor.
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szunwaves · 4 years ago
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Co-founder of Chainlink: DeFi applications need to focus on data quality and source
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Chainlink co-founder Sergey Nazarov believes that some oracles ignore the quality of data, the quality of node companies, and the guarantees provided to users by node companies, that might cause a large-scale failure of DeFi. Original title: "DeFi Builders ignores data-related risks, that might cause large-scale failures" Written by: Camila Russo Facts have proved that the way in which blockchain applications obtain data is essential, as the failure of those systems is among the most core of numerous new attacks in DeFi. Sergey Nazarov stated that most activities in the entire blockchain ecosystem currently occur in the aspects of DeFi, insurance and gaming. He's happy to see more and more centralized businesses start to decentralize some of their companies.
Next couple of months, he's most getting excited about continuing to guide DeFi, increasing the total amount of data input given by Chainlink, and increasing incentives for node companies. In the foreseeable future, finance will increasingly be based on blockchain technology. These is the main interview: The significance of oracles for DeFi is that some contracts need to connect to external data. For instance , they need to know the price changes, in line with the insurance contract, they need to know if the goods have now been delivered, how a goods are stored all through transportation, or they need to know whether there is rain to pay for the farmers the insurance coverage. These higher-level contracts all need the capacity to comprehend these contents. Now, people could have some misunderstandings. Although they've been called smart contracts, they should actually be called tamper-proof digital protocols, because what they really do is create records and record events. Nevertheless the system that truly runs the smart contract won't have the capacity to truly comprehend these events. This is actually the alleged oracle. It may comprehend and provide some unknowable information for the device. The huge difference between an oracle and a blockchain The problem by having an oracle is that the smart contracts or logic executed in these blockchain surroundings can not access external data because of the security requirements of the blockchain. The security of the blockchain prevents access to some information through internal logic. Oracles have certain concepts borrowed from blockchains, however they aren't blockchains. I believe the issue with some solutions is they try to adopt certain blockchain concepts and try to fully apply them to the oracle, ignoring the huge difference. The oracle centers around solving a totally different problem. The oracle has to obtain uncertain, unverified, and insecure (and sometimes unreliable) data from elsewhere, and put it in to a system that may improve its reliability. The first basic huge difference here's that the oracle must process data from other systems. The oracle is not designed to produce a deterministic closed system. Actually , it's a nondeterministic system that attempts to utilize data with security or reliability problems, and uses some encryption techniques to verify the foundation of the information to make sure that the Generally, these data are generally of good quality. As an example, some people use dynamic membership (Dynamic Membership) to create an oracle system. Dynamic membership allows random people to appear and become processed. Chainlink does indeed not need this kind of solution. Chainlink's plan is to provide node companies. These node companies can prove their data security and reliability. Then, the smart contracts between these node companies and users form something called a site agreement. On the chain, it is possible to obtain data delivered by node companies with a specific quality and frequency. Perhaps not making time for data quality. Recently, there have been some issues in DeFi, some of which are set off by wrong oracles or price mechanisms. One of many major DeFi crashes was the failure of the MakerDAO clearing system, partly as the price update speed was too late during the Tai Waterfall period. There clearly was also a bZx attack at the beginning of the year, possibly as the attacker manipulated the pricing of Uniswap and Kyber. It may be seen that there's a problem with the pricing, and the oracle system will cause DeFi to be attacked and cause issues for the DeFi application. Can the oracle solution avoid these issues? Are these issues inherent in DeFi applications? These issues aren't inherent. They are issues with the style of certain applications. During that time, there have been no users who suffered losses because of the usage of Chainlink's oracles. I think, some oracles have ignored their dangers, ignored data quality, and ignored the quality of node companies and the guarantees provided to users by node companies. You can view that people are solving this dilemma in the next two ways. One way is by using the blockchain, after which copy everything in the blockchain to the oracle. This often misses the main element problems to be solved. The key problem to be solved by the oracle is highly reliable, highly secure, and highly available access to external systems, and so they do not even know whether these systems are secure. Therefore , the very first question is "this is really a different blockchain. " The 2nd problem is this one or two oracle mechanisms already exist, and data quality is not considered. They fundamentally ignore the following actual situation: In old-fashioned finance, there are a large number of successful data businesses (such as Bloomberg, Reuters, and so forth ) that eliminate data-related risks in an extremely competitive market. Lots of people create both data businesses and computer software providing you with data transmission security. They have never created a data company, and will ignore some of the risks that data brings. Chainlink will not actually generate data. We provide incentives to data providers such as for example Bloomberg and Reuters to obtain supreme quality data, leaving the issue of data to seriously experienced data aggregation teams. Chainlink centers around transmitting data appropriately and ensuring the foundation of the information to the maximum extent. Some oracle machines first integrate two exchanges to look for the selling price of assets. Next, a third exchange appeared and got most of the trading volume. Quite simply, the trading amount of the exchange that's been incorporated into the oracle system only accounts for a tiny portion, so is the price simple to manipulate? The cause of this dilemma is that whenever the trading volume is used in another exchange, there's absolutely no alert mechanism, which creates a massive risk. If the oracle works on the single exchange to define the price, just how to predict the trading amount of that exchange, specifically for some tokens which can be rarely traded? The sole reason these very dangerous modes haven't aroused people's discussion is that there's currently no loss of the level of Mt. Gox. Some self-made oracles use data from a certain exchange, and so they would not have the capacity to deal with these risks. If your problem does occur, the entire DeFi field will soon be plunged into darkness. People may use any oracle mechanism they like. But people should comprehend it is never as simple as connecting to the API. Chainlink's mechanism centers around security and provability, and I will be very lucky to utilize top data providers. We have been dealing with as many folks as possible to make sure that experienced teams provide top quality data and deal with various security system risks. For instance , market coverage risk or manipulation attacks, but these attacks haven't been experienced by people. And so i suggest that people you should think about whether to entrust their fate to oracles that not even comprehend the risks of these design.
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hellomynameiseril · 4 years ago
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One year of plug-in manufacturing experience earns 5 million yuan per year, Tencent issued a security are accountable to crack down
Technical Editor: Zongen?From the Editorial Department SegmentFault Thinking Document?Pinterest: SegmentFault Plug-ins are what gamers hate probably the most, and their hatred is more than krypton gold. This past year, the plug-ins of the popular online game PlayerUnknown's Battlegrounds were especially rampant, with several plug-ins being combined into nearly every video game. After being conscious of the plug-in issue, Tencent officials suspended nearly 300,000 unlawful accounts in a week, but the phenomenon of opening the overall game in the overall game continues to be only increasing. Actually Blue Hole officials publicly mentioned: "The plug-in designers are too smart to guess their suggestions. I hope they don't really develop plug-ins and go to work straight at the business." It is really dumbfounding. However, the Blue Hole present is actually unattractive to these plug-in producers, just because a plug-in producer with twelve months of experience may earn 5 million yuan per year. Recently, the Taizhou police successfully smashed an extremely large "Group of Legends" plug-in gang and arrested 21 suspects. Among them, the plug-in producer Luo was born in 1997. He's got only a senior high school schooling and taught himself computer at home. In per year, he made more than 5 million yuan from promoting plug-ins. Simply two days before he was caught by the police, Luo just purchased a value-additional one. A Porsche luxury car well worth 1.2 million yuan. Initially, Luo made plug-ins for their own entertainment. Later, he fulfilled Zhong Mou beneath the alias "Bao Ying Ge" on the specialized exchange platform, and a "plug-in group" was established. Associates include plug-in writer Luo, platform tech support team Lu, midstream first-level broker Zhong among others, downstream second-level agents and merchant Xu. The personnel is certainly distributed across 14 provinces and 18 towns, which includes Shandong, Zhejiang, Fujian, and Guangdong, with as much as 52 cell phones, capsules, and 18 computers. However, the ultimate result is certainly that the Skynet is certainly restored without fail. "2019 Tencent Game Security Annual Document"
Just a few days following the over incidents, Tencent Game Security released the "2019 Tencent Game Security Annual Report", which described in detail the evolution of plug-ins and the primary problems faced by security personnel. Key conclusions of the report:
* In 2019, whether it's a PC video game or perhaps a mobile video game, the confrontation with plug-in black items will still maintain a fierce circumstance, and plug-in samples have a particular increase in up-date frequency and overall amount.
* Because the game's assault on external plug-ins becomes a growing number of serious, the high-user profile and vicious plug-in functions in the game continue steadily to decrease, and more low-key and stable non-dominant plug-in functions are gradually presented, which has led to the "getting boss" and "watching perspective" "Escort" and other obscure cheating methods.
* Dajin Studio's dark manufacturing has penetrated more deeply into the action and the cultural scenes of gamers inside and outside the overall game, evolving more dark production profit methods and channels.
* Players actively divulging their account passwords in offline transactions, strength leveling or acquaintance scenarios outside the game have become the core factor causing player account security issues.
* PC video game plug-ins: Work, STG category video game plug-ins take into account 88% of the overall plug-in functions Because the crackdown on explicit plug-ins is becoming a growing number of severe, and the recognition methods have become a growing number of advanced, quite a few evolutions have taken invest game cheating methods. Players have changed from using plug-ins themselves previously to teaming up with open up players to pass the game. Can get plug-in earnings, and can you shouldn't be straight punished for using plug-in. "Bring the boss" phenomenon
"Bring the boss"-refers to gamers (boss) joining the open up team, forming a team with open up players, and rapidly profiting from the video game. In different games, "provide a boss" provides different titles, some are called "trailer", plus some are called "by plane." At the moment, "Bringing a Boss" includes a mature business model, and there is a clear division of labor between plug-in brokers, black manufacturing intermediaries, and plug-in users. Concealed cheating-perspective of viewing the battle
"Viewing perspective" mainly exists in shooting competition games, which identifies just how players cheat through the use of perspective plug-ins to view the overall game on the trumpet. Concealed cheating-"escort" cheating
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The "escort" cheating mainly exists in shooting competition games. The "escort" gamers are split into two groups: one team is the "boss" player who has paid the security fee (the primary purpose would be to rating), and another group uses the high position The tuba ("driver") synergy with an open up trumpet ("beater"). Two groups start matching at the same time to boost the likelihood of complementing to the same circular. The "driver" successfully delivered the "beater" into the high-segment match and quit the overall game, then the "beater" was in charge of eliminating other gamers, and the "boss" waited until the final circular to defeat the "beater" and straight became the champion.
It's rather a height of one foot and something foot high. Such a thorough "combat strategy" of plug-in manufacturers cannot escape the attention of security personnel. As a game enthusiast, I furthermore hope that safety personnel will increase their initiatives to crack down on plug-in practitioners. Realize a good game environment of "Nothing on earth"! What do you consider of "video game plug-in", please leave a note in the comment area below
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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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market-research-analyst · 4 years ago
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The second season of Substrate Builders Program is here now! Don't miss it once again this time~
The Substrate Builders plan was originally to centralize Parity's internal resources to provide business development, marketing and technical support for organizations building blockchains. Since then, some of the best groups in the ecosystem have obtained strong support from Parity when launching their projects.
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Many groups have joined up with the Substrate ecosystem and participated extensively in the plan. Many teams have also completed important milestones within their project journey. Previously six months, we've paid attention to various suggestions and requests from builders, and added plans to create Substrate Builders Plan V2. We hope this plan will become one of the cornerstones of our project support structure and reaffirm our commitment to the creator ecology. In addition to all the support in V1, you can find multiple new support directions. Builders Plan Infrastructure Track At the Sub0 conference in April, we announced the "Infrastructure Track" planned by Substrate Builders. Similar to the Substrate ecosystem has a large number of blockchain builders, there are also a considerable number of projects that are building crucial infrastructure components related to Substrate. We define "infrastructure" builders as people who build numerous technical parts in the Substrate ecosystem. These parts are not non-bridged chains, parallel threads, or dapps, such as bridges, wallets, and IDEs. Unlike the chain, most of these projects share the Substrate framework and often use a lot of similar modules. Infrastructure projects are very different from one another, and each task requires even more personalized technical support. Previously, these Substrate-centered infrastructure projects have obtained special support from the Parity or Web3 Foundation. However, we've also seen these projects also reap the benefits of regular conversation and assistance from careful design. The Infrastructure Monitor will bring collectively Parity's resources to provide technical, advertising and business development support for the project. Infrastructure projects will be split into different types based on the type of infrastructure they're building, and a Parity engineer who's proficient in this specific category will undoubtedly be designated to these projects as a technical support staff. These types broadly include bridges, validator infrastructure, UI, contracts, and Substrate tools. We anticipate that in addition to receiving direct support, infrastructure builders will also have a host where they can form fruitful cooperation with appropriate chain builders. The ready-made support structure for chain builders will undoubtedly be properly named "Chains Monitor". Online support As the Substrate ecosystem matures, the team has or is starting to launch their mainnet. Compared with deploying smart contracts, the web blockchain requires even more technical expertise. As a result, we've established a more formal on-line support technique for the groups in the task. This support includes in-depth meetings with our technical group, audits with major Substrate runtime audit suppliers, regular inspections, and discharge lists. Local community meetings and developer participation We have noticed that builders frequently have very common troubles and doubts. Some troubles can be solved by adding some features (such as online support) to the Builders Plan, while others are common technical problems that require programmers to participate. Starting from the Builders Program-specific random conference about Substrate node hosting, we've started to then add interesting meetings with obtainable program members. Probably the most interesting meetings is a customized community call with Core Programmers. Since Substrate has already been an extremely mature product, hopefully to cooperate with the city to create innovative experimental functions on Substrate and set up a close conversation channel between core programmers and the city. Associates of the Builders Plan will straight understand the content of Substrate and its surrounding ecosystem, producing Substrate more desirable for its audience. other Other additional features add a even more streamlined conversation channel, a more streamlined check-in process to create operational projects between Parity and the group, and a suggestions table currently limited by people of Web3 Bootcamp and Builders Plan. Growing Builders Plan community Substrate's ecosystem keeps growing rapidly. Around this article, we've 30 groups in the Builders Plan, of which you can find 25 groups in the Chains Monitor and 5 groups in the Infrastructure Tracks. Since we announced the initial participants, other projects which have joined include: Chains Track
* Crust
* Darwinia
* Qlikchain
* Radicle
* Aventus
* Bifrost
* Equilibrium
* Social.network Infrastructure Track
* Lunie
* Obsidian Labs
* Blockdaemon
* Polkascan
* Gantree Among our new individuals, the CEO of Balancement, Alex Melikhov, said: “The Substrate Builders Plan once more proves that Parity is targeted on creating maximum advantages of developers and entrepreneurs. This is completely compliance with our current anticipations because Balancement is using Substrate to increase Its DeFi products has used the initial step towards a one-stop cross-chain DeFi hub. The DeFi hub aims to get rid of the fragmentation of the DeFi market, allowing customers to very easily meet almost all their desires in one location, and decentralize cross-chain loan products The liquidity swimming pool is combined with built-in synthetic property, early price discovery and market rescue mechanisms." As the term of every task in the Builders Plan is coming to an end, whether it's through the web or in the plan to get the required support, we are happy to quickly train the initial batch of "graduates."
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rsballiance · 4 years ago
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The villain is back! Dr. Doomsday: The economic climate may decline once again, and even trigger the Great Depression
Doomsday Dr. Roubini pointed out that the world economy will not "V-shaped recuperation", but may become W-shaped, risking another collapse! Benefited from the recovery associated with employment information, the three major U.S. share indexes all achieved success the other day, and Goldman Sachs analysts also predicted that the U.S. economic climate may begin to recuperate in September. But Nouriel Roubini, the Doomsday Doctor, obviously disagrees. He believes that the global economy is likely to decline once again. Let's pay attention to what this economic expert who accurately predicted the 2008 financial meltdown has to say. Dr. Doom: Dr. Doom (Lubini), source: "Yahoo Finance" interview
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Dr. Doom Roubini stated in an interview with "Yahoo Financing" the other day that although the global economy provides rebounded under federal government funding, the current recuperation has been relatively weak. This phenomenon may symbolize that the economic climate will presume a "U-shape". recovery. Dr. Doom Roubini also said: "Even though economic recovery appeared as if a "V-shaped" in the beginning, it'll soon turn into a "U-shaped". In addition, if the brand new crown epidemic worsens again, there will be a risk of a "W design" and a double-dip recession. By then, there will be a fresh round of economic blockade, and the economic climate will shrink and deteriorate once again. The key reason why Roubini isn't optimistic concerning the economic prospects mainly comes from "zombie companies" with heavy debt and high leverage. Theoretically, the Federal government Reserve will inject funds into the market to be able to increase the living space of the company so that the corporation can continue to hire workers and maintain usage, but zombie businesses will probably eat these sources. The so-called zombie companies make reference to companies that are struggling to repay debts, but can still continue to operate on borrowings. Beneath the atmosphere of ultra-low interest rates, there have been more and more zombie businesses during the past a decade. These zombie businesses will eat up economic momentum and eat up productivity. Resources that will be injected are allocated to the incorrect place. The wave of bankruptcy of big companies is going to begin Readers will get that many large companies have recently announced personal bankruptcy and reorganization, including nourishment and health items corporation GNC, JCPenney section store, Pizza Hut's largest franchisee NPC International, and oil and gas exploration corporation Cheasapeake's. The above-mentioned companies are all "asset-heavy" companies, which means that they must purchase heavy machinery and equipment and construct retail channels. On the main one hand, they are able to expand profitability, and on the other hand, they are able to increase market talk about and raise the barriers to entry. However, during the epidemic, the income of these businesses dropped sharply. If the majority of the typical funds leverage is growing, then it is not surprising that they will move bankrupt at this time. These bankrupt companies will negotiate debts with banking institutions. Although they are able to continue to operate theoretically, they will inevitably limit funds expenditures in order to avoid deterioration within their financial conditions. Roubini said: "The labor price earnings of an enterprise may be the labor earnings of the workers, in addition to consumption. Therefore, because the enterprise boosts savings and decreases investment, the family earnings will inevitably decrease." V → U → W → L, eventually we shall enter the Great Depression Neither the U-shape nor the W-shape is what Roubini is almost all concerned about. What he concerns is that if this situation is true, the economic recovery will eventually become an L-shape, and even in the next ten years, the world economic climate may enter the Great Depression era.
Roubini believes that the purchase of economic advancement will be V-shaped → U-shaped → W-shaped, and lastly L-shaped. To make matters worse, as well as the new crown pneumonia, the problems of the Sino-US trade battle, the US-Iran conflict, and Brexit may also be imminent. In fact, long before the brand new crown pneumonia, companies in the usa, Europe, China along with other elements of Asia begun to control capital expenditures during the past few years, which means that the global technology, production and industrial sectors have begun to fall into recession. At present, the key reason why the global economy continues to be in a position to "maintain momentum" is due to quantitative easing and the large numbers of countries printing currency. If the virus actually breaks out once again or the industry battle worsens and financial policy is not any longer helpful, the world may fall into the Great Depression of the 1930s. "I actually predict that the Great Depression may happen, not that it'll be around 2020, but sometime between 2020 and 2030." With a distorted economic climate, the Fed has turned into a market maker. In addition to the economic recuperation that may not be as good as market anticipation, lots of people are also beginning to sense uneasy concerning this kind of money printing rescue. Ray Dalio, the founder of Bridgewater Fund, believes that the market is not any longer free right now, as the recent measures of central banking institutions such as the Federal government Reserve have begun to break up away from the traditional economic climate and commence to dominate the capital market. Under normal circumstances during the past, the main bank helped the banks spend less so that these banks could borrow money from the main bank in the future, plus they would more lend to those that could spend the money for return. This developed a credit system, and all financial property competed with each other, and the complete credit system was expanded. However, now it is the financial property purchased by the Fed or the national debt purchased by the Fed that have end up being the main traveling force of the overall market. Which means that the Fed has recently printed money and the value of money has gradually depreciated. Cash is not any longer valuable and really should find another safe and sound haven We believe that although current cash is not any longer in value, investors still require a certain degree of money as insurance in the face of an uncertain future. On the other hand, idle funds could be deployed in a "barbell strategy" to allocate a little portion of funds to assets with high cost fluctuations, such as for example Bitcoin; however, they can be allocated to financial products with low danger and stable advantages. Allocation of property in Bitcoin is also a strategy adopted by billionaire Paul Jones. He believes that the very best strategy to maximize earnings is to have a batch of fastest horses (The Fastest Horse). For these fast horses, he thinks it really is Bitcoin. The digital gold value of Bitcoin was highlighted in the Great Depression! Cheng Wei, Pinterest: New Areas of Blocks Why is Bitcoin called digital gold? Where may be the gold value of Bitcoin? (New highlights of the block) In terms of low-risk, stable-benefit financial products, investors can choose BinFi to invest in products as a rock strategy. By lending their property, users will get the interest compensated by "Agni" users every month. Through the contract period After the end, Rock users can recover 100% of these loaned property and acquire a revenue of over 8% of the annualized remuneration.
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glowingobsidian · 4 years ago
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Agreement sinking: DeFi protocol will eventually replace cryptocurrency exchanges
DeFi protocols are reliable and neutral. Weighed against centralized protocols, they truly are more dense and can sink to the bottom of the cryptocurrency stack. Original title: "View | Agreement sinking: Where will the DeFi agreement go? " "(The Great Protocol Sink) Compiled by: Ryan Sean Adams Translation & Proofreading: Min Min & A Jian I think these people who despise decentralized finance are wrong. The decentralized financial agreement could have the last laugh. That's right, the current scale of decentralized finance is still small—its users scarcely match the people of a tiny city. Comparing decentralized finance with a centralized exchange with countless users can be as ridiculous as comparing Bitcoin to main-stream currencies in 2012.
Today, the cryptocurrency stack looks like the picture above. BTC and ETH will be the cryptographic currencies at the bottom-the currency settlement layer. ETH and BTC capture value in the shape of liquid market capitalization-I call it economic bandwidth (Editor's note: see "ETH Will Become Trillions of US Dollars Economic Bandwidth" at the conclusion of the article). The cryptocurrency bank (centralized exchange) uses economic bandwidth as trading pairs, liquidity and pledges, provides services such as for instance lending, payment and pledge, and dilemmas stable coins and tokens of gold and securities. It may be believed to have done everything Actions you can take with money. These cryptocurrency banks include Coinbase, Gemini, BlockFi, and BitMex. Decentralized financial protocols such as for instance Maker and Uniswap also make use of a cryptographic currency layer. The development of the agreements is quite fast-the decentralized financial agreement has locked in 1 billion US dollars-but far less compared to the value captured by cryptocurrency banks. Weighed against centralized transactions, derivatives, stablecoins and loans, DeFi is just a drop in the bucket. For instance , the loan level of decentralized finance last year reached 700 million U. S. dollars-not too good! Nevertheless , Genesis, the cryptocurrency bank, has surpassed the whole decentralized financial sector in its lending within a quarter. Nevertheless , predicated on decentralized financial agreements, there is indeed much to be performed. These agreements have reliable neutrality, plus they are more dense than centralized agreements. What goes on when liquid is poured in to a glass? The denser liquid will sink to the bottom. Exactly the same does work for the monetary system-the monetary agreement will sink to the bottom and be the beds base layer. Why not give still another chestnut? Binance has issued BNB tokens, hoping that other projects uses BNB tokens since the currency layer, and hope that other banks uses BNB tokens since the core trading pair and build about it. Nevertheless , Coinbase won't do this, and neither will Gemini and Kraken. BNB tokens aren't neutral and for that reason less dense. BTC and ETH are denser, for them to become the basic layer of the currency stack. That is called agreement sinking. The more the density of the decentralized financial protocol, the more it sinks in the currency stack and can eventually replace the cryptocurrency bank. Put simply, the long run situation is going to be as shown below:
As time goes on, the cryptocurrency bank will still connect to the currency layer, but wont interact directly, more through decentralized financial protocols. These banks wont create loan pools by themselves, but use Compound; they're not going to find sources of liquidity by themselves, but use Uniswap; they're not going to provide DAI loan interest rates by themselves, but use DAI Savings Rate (DAI Savings Rate, DSR). These won't be accomplished over night. At first, the cryptocurrency bank would only obtain the liquidity of "long-tail assets" from Uniswap. But soon, they will obtain liquidity of all assets from Uniswap. No, these banks wont die, as long as these agreements are packaged with value-added services, they will still flourish. What they are able to offer you isn't only DSR (the DAI deposit interest rate supplied by MakerDAO), but additionally other services, such as for instance "If you register before March 6th, you may also get an additional 10. 25% interest rate! " Do you consider this really is impossible? Nevertheless , the last example is just a living example on OKEx. why? Cryptographic asset banks like OKEx can't take on the risk/return rate of DAI deposit interest rates—and they don't might like to do so—they better borrow the decentralized financial protocol and put on the skin of value-added services. Their opponents are traditional banks, perhaps not decentralized financial agreements. Nevertheless , each time a cryptocurrency bank adopts a decentralized protocol and injects funds, the protocol will become stronger, its network effect will also increase, its value increases, and it surely will become fat (Editor's Note: See "Fat Agreement" at the conclusion of the text for the Chinese translation). No, Coinbase wont deliberately develop a competitive product of DAI deposit interest rate. Coinbase uses this interest rate to launch financial products on this basis, and continue steadily to take on OKEx and Binance, because the latter will surely utilize the DAI deposit interest rate to launch financial products. It requires time. It will require decades for the decentralized financial agreement to sink. Nevertheless , decentralized financial protocols will eventually replace traditional banks, just as cryptocurrency systems are replacing legal currency systems. You can summarize a complete cryptocurrency theory: because the density of cryptocurrency is more than that of legal currency, it's going to sink to the building blocks of human society and be the building blocks of the whole society. Here is the sinking of large agreements. This trend has occurred when Bitcoin appeared ten years ago. This trend will continue in the field of decentralized finance. I have perhaps not made any predictions for 2020 before, in this short article, I will make a prediction: In 2020, a minumum of one Class A cryptocurrency exchange will adopt the DAI deposit rate. It will likely be more interesting in the event that you look longer. Finally, the dense decentralized financial agreement will become our basic banking business layer-the decentralized financial agreement will replace traditional banks. The traditional banking industry either adapts to it or ends up in a dead end.
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