#online gaming sector
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sanjeev3214 · 5 months ago
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Online Gaming Market Size, Share, Growth, Industry & Revenue 2029
The online gaming industry has been a dynamic and rapidly growing sector globally, with emerging as one of its brightest arenas. Thanks to a significant youth demographic and technological advancements, the gaming market in is not just thriving; it's booming with possibilities.
Market Size and Growth Forecast
The gaming market is estimated to grow from USD 3.49 billion in 2024 to USD 7.24 billion by 2029, with a robust CAGR of 15.68%. This growth is propelled by increasing digital infrastructure and the integration of advanced technologies like AR and VR in gaming.
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The Rise of Mobile Gaming
mobile gaming scene has escalated due to the widespread availability of affordable smartphones. Major tech giants like Activision Blizzard and Electronic Arts are increasingly focusing on this segment, recognizing its potential due to an expansive user base that competes directly with markets in China and the USA. 
Influence of High-Speed Internet and Data Costs 
With some of the lowest data costs globally, offers a fertile ground for online gaming to flourish. High-speed internet, including the incoming wave of 5G, promises to revolutionize how games are played, making complex online games more accessible to a broader audience. 
Online Gaming Market Key Players 
The online gaming market boasts a vibrant ecosystem comprising various stakeholders, from developers and publishers to platform providers and hardware manufacturers.  
Sony Interactive Entertainment - Sony is a powerhouse in the gaming industry, known for its PlayStation series of consoles and a vast array of popular game titles. The company continues to expand its offerings with new hardware, exclusive games, and services like PlayStation Plus. 
Microsoft Corporation - Microsoft, with its Xbox console line and Xbox Game Pass, is a significant competitor in the gaming market. The company has also been investing heavily in cloud gaming through its Xbox Cloud Gaming service. 
Nintendo Co., Ltd. - Known for its innovative approach to gaming, Nintendo has created some of the most iconic franchises in the industry, such as Mario and Zelda. The Nintendo Switch console has been particularly successful, blending portable and home gaming seamlessly. 
Tencent Games - Tencent is one of the largest and most influential companies in the online gaming market, especially in Asia. It owns Riot Games (developer of "League of Legends") and has significant stakes in other major companies like Epic Games and Activision Blizzard. 
Activision Blizzard - Home to blockbuster franchises such as Call of Duty, World of Warcraft, and Overwatch, Activision Blizzard is a prominent player in the gaming market. The company also leads in the eSports space with its Blizzard Entertainment division. 
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Deep Dive into the Gaming Market 
Key Players and Innovations 
The market is bustling with activity from local and international companies. Innovations, particularly in mobile gaming, are driving growth, with significant contributions from sectors like WEB3 technologies. 
Government Initiatives and Regulations 
The government's active role in promoting digital infrastructure has been pivotal. Initiatives like the Inter-Ministerial Task Force and other regulatory frameworks are shaping the future of online gaming. 
Technological Advances Impacting the Market 
The Role of 5G in Gaming 
The deployment of 5G networks is set to transform the gaming industry by supporting high-speed, real-time gaming experiences, crucial for multiplayer and professional gaming scenarios. 
Emergence of WEB3 Technologies 
WEB3 technologies are introducing new gameplay experiences through decentralization, enabling more secure and immersive gaming environments that could define future gaming trends. 
Conclusion 
As we delve deeper into the digital age, the online gaming market in stands at a promising juncture, ripe with opportunities for growth and innovation. With the right mix of technology adoption and regulatory guidance, is poised to be a global leader in the gaming industry. 
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gummi-ships · 2 years ago
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Kingdom Hearts Re:coded - Bugged Data-Roxas
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aigfgm · 1 year ago
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Poker Is A Sport And Not Just A Game
Poker is one of the most popular skill-based sports in India. It has been gaining popularity in the country since the beginning of the 21st century. Nowadays, it has become a serious profession. Players can use their brain power to ace their way to the top. Poker is becoming more and more accepted as a sport that tests cognitive skills.
The bigger side of Poker Poker is not only a card game, but it plays an important role in many aspects of life. For example, it teaches skills like decision-making and risk assessment. These skills can be applied to real-world situations such as business negotiation, investing, strategic planning, and more. Poker also builds emotional resilience, discipline, and self-control, which are essential in high-pressure situations.
Because of the similarities between the sport and real-life situations, Poker has become an integral part of management education around the world. The world-famous Massachusetts University of Technology (MUT) in Boston, USA offers a Poker Theory and Analytics course that takes a deeper dive into poker theory and how poker analytics can be used for investment management and trading purposes. Top MBA institutes in India such as IIM Kozhikode also offer poker lessons to help students develop leadership skills.
What makes Poker a sport? A sport, according to the Oxford Dictionary, is “an activity involving physical exertion and skill in which an individual or team competes against another or others for entertainment.” So, if we look at the elements of a sport, we can see that in the case of poker, it is a competition between individuals, and in some cases, it is a team competition. It is generally considered to be an entertainment activity, and the players participate in it for their amusement.
There’s no doubt that you need to be skilled at poker, but there’s also a lot of debate about whether you need to be physically active. If you’ve ever played a long game of poker, you’ll know the answer to that question. Poker requires physical effort, concentration, endurance, and fitness. Those who make it to the top of live tournaments put in long days of physical and mental strain.
Poker is also recognised as a sport by the Global Association of International Sports Federations (GAISF), which makes it eligible for inclusion in the Olympics. These recognitions are a testament to the fact that poker falls under the legitimate sports category and corrects many myths.
Where is Poker headed in India? Poker is one of the fastest-growing sports in India and is emerging as one of the most promising industries in the country. Several factors have contributed to the growth of the sport in India, and one of them is the increasing popularity of online gaming platforms and the growing awareness of the game.
Thanks to smartphones and internet connectivity, online poker in India has attracted players from all walks of life. The industry has seen an increase in investment and sponsorship deals, showing a growing interest and trust in the sector. PokerBaazi, India’s #1 online poker platform launched in 2014, was one of the first to introduce online poker to a wide audience in India. The platform has grown tremendously, with over 3 million players joining it since its launch.
This is because PokerBaazi offers a safe user experience and hosts some of the biggest online poker tournaments across the nation. Some of these are the Greatest of All Tournaments (GOAT) which this year offered an unheard-of ₹ 7 Crores guaranteed prize pool. The National Poker Series which recently wrapped up offers a whooping 25CR that went up to 32CR. The upcoming marquee poker tournament EndBoss which is just around the corner offers an exhilarating 5CR guaranteed prize pool.
The National Poker Series (NPS) is their most successful project and aims to change the perception of Poker in India. The top 3 players from the NPS 2023 (which lasted for 18 days) will represent India in the NPS Las Vegas.
More details visit us https://aigf.in/game/poker-is-a-sport-and-not-just-a-game/?utm_source=referral&utm_medium=Article-Submission&utm_campaign=poker-is-a-sport-and-not-just-a-game
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reportwire · 2 years ago
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Parents beware: Dangerous, recalled toys are still on sale | CNN Business
Parents beware: Dangerous, recalled toys are still on sale | CNN Business
New York CNNBusiness  —  Parents shopping for their kids this holiday season need to be alert and carefully examine toys before they buy them because recalled and counterfeit toys are being sold online, a consumer report said Thursday. The 37th annual “Trouble in Toyland” toy safety report by Washington-based US Public Interest Research Group (PIRG) warned parents to be especially mindful of…
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sexymemecoin · 5 months ago
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The Metaverse: A New Frontier in Digital Interaction
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The concept of the metaverse has captivated the imagination of technologists, futurists, and businesses alike. Envisioned as a collective virtual shared space, the metaverse merges physical and digital realities, offering immersive experiences and unprecedented opportunities for interaction, commerce, and creativity. This article delves into the metaverse, its potential impact on various sectors, the technologies driving its development, and notable projects shaping this emerging landscape.
What is the Metaverse?
The metaverse is a digital universe that encompasses virtual and augmented reality, providing a persistent, shared, and interactive online environment. In the metaverse, users can create avatars, interact with others, attend virtual events, own virtual property, and engage in economic activities. Unlike traditional online experiences, the metaverse aims to replicate and enhance the real world, offering seamless integration of the physical and digital realms.
Key Components of the Metaverse
Virtual Worlds: Virtual worlds are digital environments where users can explore, interact, and create. Platforms like Decentraland, Sandbox, and VRChat offer expansive virtual spaces where users can build, socialize, and participate in various activities.
Augmented Reality (AR): AR overlays digital information onto the real world, enhancing user experiences through devices like smartphones and AR glasses. Examples include Pokémon GO and AR navigation apps that blend digital content with physical surroundings.
Virtual Reality (VR): VR provides immersive experiences through headsets that transport users to fully digital environments. Companies like Oculus, HTC Vive, and Sony PlayStation VR are leading the way in developing advanced VR hardware and software.
Blockchain Technology: Blockchain plays a crucial role in the metaverse by enabling decentralized ownership, digital scarcity, and secure transactions. NFTs (Non-Fungible Tokens) and cryptocurrencies are integral to the metaverse economy, allowing users to buy, sell, and trade virtual assets.
Digital Economy: The metaverse features a robust digital economy where users can earn, spend, and invest in virtual goods and services. Virtual real estate, digital art, and in-game items are examples of assets that hold real-world value within the metaverse.
Potential Impact of the Metaverse
Social Interaction: The metaverse offers new ways for people to connect and interact, transcending geographical boundaries. Virtual events, social spaces, and collaborative environments provide opportunities for meaningful engagement and community building.
Entertainment and Gaming: The entertainment and gaming industries are poised to benefit significantly from the metaverse. Immersive games, virtual concerts, and interactive storytelling experiences offer new dimensions of engagement and creativity.
Education and Training: The metaverse has the potential to revolutionize education and training by providing immersive, interactive learning environments. Virtual classrooms, simulations, and collaborative projects can enhance educational outcomes and accessibility.
Commerce and Retail: Virtual shopping experiences and digital marketplaces enable businesses to reach global audiences in innovative ways. Brands can create virtual storefronts, offer unique digital products, and engage customers through immersive experiences.
Work and Collaboration: The metaverse can transform the future of work by providing virtual offices, meeting spaces, and collaborative tools. Remote work and global collaboration become more seamless and engaging in a fully digital environment.
Technologies Driving the Metaverse
5G Connectivity: High-speed, low-latency 5G networks are essential for delivering seamless and responsive metaverse experiences. Enhanced connectivity enables real-time interactions and high-quality streaming of immersive content.
Advanced Graphics and Computing: Powerful graphics processing units (GPUs) and cloud computing resources are crucial for rendering detailed virtual environments and supporting large-scale metaverse platforms.
Artificial Intelligence (AI): AI enhances the metaverse by enabling realistic avatars, intelligent virtual assistants, and dynamic content generation. AI-driven algorithms can personalize experiences and optimize virtual interactions.
Wearable Technology: Wearable devices, such as VR headsets, AR glasses, and haptic feedback suits, provide users with immersive and interactive experiences. Advancements in wearable technology are critical for enhancing the metaverse experience.
Notable Metaverse Projects
Decentraland: Decentraland is a decentralized virtual world where users can buy, sell, and develop virtual real estate as NFTs. The platform offers a wide range of experiences, from gaming and socializing to virtual commerce and education.
Sandbox: Sandbox is a virtual world that allows users to create, own, and monetize their gaming experiences using blockchain technology. The platform's user-generated content and virtual real estate model have attracted a vibrant community of creators and players.
Facebook's Meta: Facebook's rebranding to Meta underscores its commitment to building the metaverse. Meta aims to create interconnected virtual spaces for social interaction, work, and entertainment, leveraging its existing social media infrastructure.
Roblox: Roblox is an online platform that enables users to create and play games developed by other users. With its extensive user-generated content and virtual economy, Roblox exemplifies the potential of the metaverse in gaming and social interaction.
Sexy Meme Coin (SEXXXY): Sexy Meme Coin integrates metaverse elements by offering a decentralized marketplace for buying, selling, and trading memes as NFTs. This unique approach combines humor, creativity, and digital ownership, adding a distinct flavor to the metaverse landscape. Learn more about Sexy Meme Coin at Sexy Meme Coin.
The Future of the Metaverse
The metaverse is still in its early stages, but its potential to reshape digital interaction is immense. As technology advances and more industries explore its possibilities, the metaverse is likely to become an integral part of our daily lives. Collaboration between technology providers, content creators, and businesses will drive the development of the metaverse, creating new opportunities for innovation and growth.
Conclusion
The metaverse represents a new frontier in digital interaction, offering immersive and interconnected experiences that bridge the physical and digital worlds. With its potential to transform social interaction, entertainment, education, commerce, and work, the metaverse is poised to revolutionize various aspects of our lives. Notable projects like Decentraland, Sandbox, Meta, Roblox, and Sexy Meme Coin are at the forefront of this transformation, showcasing the diverse possibilities within this emerging digital universe.
For those interested in the playful and innovative side of the metaverse, Sexy Meme Coin offers a unique and entertaining platform. Visit Sexy Meme Coin to explore this exciting project and join the community.
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amalgamasreal · 2 years ago
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So I don't know how people on this app feel about the shit-house that is TikTok but in the US right now the ban they're trying to implement on it is a complete red herring and it needs to be stopped.
They are quite literally trying to implement Patriot Act 2.0 with the RESTRICT Act and using TikTok and China to scare the American public into buying into it wholesale when this shit will change the face of the internet. Here are some excerpts from what the bill would cover on the Infrastructure side:
SEC. 5. Considerations.
(a) Priority information and communications technology areas.—In carrying out sections 3 and 4, the Secretary shall prioritize evaluation of— (1) information and communications technology products or services used by a party to a covered transaction in a sector designated as critical infrastructure in Policy Directive 21 (February 12, 2013; relating to critical infrastructure security and resilience);
(2) software, hardware, or any other product or service integral to telecommunications products and services, including— (A) wireless local area networks;
(B) mobile networks;
(C) satellite payloads;
(D) satellite operations and control;
(E) cable access points;
(F) wireline access points;
(G) core networking systems;
(H) long-, short-, and back-haul networks; or
(I) edge computer platforms;
(3) any software, hardware, or any other product or service integral to data hosting or computing service that uses, processes, or retains, or is expected to use, process, or retain, sensitive personal data with respect to greater than 1,000,000 persons in the United States at any point during the year period preceding the date on which the covered transaction is referred to the Secretary for review or the Secretary initiates review of the covered transaction, including— (A) internet hosting services;
(B) cloud-based or distributed computing and data storage;
(C) machine learning, predictive analytics, and data science products and services, including those involving the provision of services to assist a party utilize, manage, or maintain open-source software;
(D) managed services; and
(E) content delivery services;
(4) internet- or network-enabled sensors, webcams, end-point surveillance or monitoring devices, modems and home networking devices if greater than 1,000,000 units have been sold to persons in the United States at any point during the year period preceding the date on which the covered transaction is referred to the Secretary for review or the Secretary initiates review of the covered transaction;
(5) unmanned vehicles, including drones and other aerials systems, autonomous or semi-autonomous vehicles, or any other product or service integral to the provision, maintenance, or management of such products or services;
(6) software designed or used primarily for connecting with and communicating via the internet that is in use by greater than 1,000,000 persons in the United States at any point during the year period preceding the date on which the covered transaction is referred to the Secretary for review or the Secretary initiates review of the covered transaction, including— (A) desktop applications;
(B) mobile applications;
(C) gaming applications;
(D) payment applications; or
(E) web-based applications; or
(7) information and communications technology products and services integral to— (A) artificial intelligence and machine learning;
(B) quantum key distribution;
(C) quantum communications;
(D) quantum computing;
(E) post-quantum cryptography;
(F) autonomous systems;
(G) advanced robotics;
(H) biotechnology;
(I) synthetic biology;
(J) computational biology; and
(K) e-commerce technology and services, including any electronic techniques for accomplishing business transactions, online retail, internet-enabled logistics, internet-enabled payment technology, and online marketplaces.
(b) Considerations relating to undue and unacceptable risks.—In determining whether a covered transaction poses an undue or unacceptable risk under section 3(a) or 4(a), the Secretary— (1) shall, as the Secretary determines appropriate and in consultation with appropriate agency heads, consider, where available— (A) any removal or exclusion order issued by the Secretary of Homeland Security, the Secretary of Defense, or the Director of National Intelligence pursuant to recommendations of the Federal Acquisition Security Council pursuant to section 1323 of title 41, United States Code;
(B) any order or license revocation issued by the Federal Communications Commission with respect to a transacting party, or any consent decree imposed by the Federal Trade Commission with respect to a transacting party;
(C) any relevant provision of the Defense Federal Acquisition Regulation and the Federal Acquisition Regulation, and the respective supplements to those regulations;
(D) any actual or potential threats to the execution of a national critical function identified by the Director of the Cybersecurity and Infrastructure Security Agency;
(E) the nature, degree, and likelihood of consequence to the public and private sectors of the United States that would occur if vulnerabilities of the information and communications technologies services supply chain were to be exploited; and
(F) any other source of information that the Secretary determines appropriate; and
(2) may consider, where available, any relevant threat assessment or report prepared by the Director of National Intelligence completed or conducted at the request of the Secretary.
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Look at that, does that look like it just covers the one app? NO! This would cover EVERYTHING that so much as LOOKS at the internet from the point this bill goes live.
It gets worse though, you wanna see what the penalties are?
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(b) Civil penalties.—The Secretary may impose the following civil penalties on a person for each violation by that person of this Act or any regulation, order, direction, mitigation measure, prohibition, or other authorization issued under this Act: (1) A fine of not more than $250,000 or an amount that is twice the value of the transaction that is the basis of the violation with respect to which the penalty is imposed, whichever is greater. (2) Revocation of any mitigation measure or authorization issued under this Act to the person. (c) Criminal penalties.— (1) IN GENERAL.—A person who willfully commits, willfully attempts to commit, or willfully conspires to commit, or aids or abets in the commission of an unlawful act described in subsection (a) shall, upon conviction, be fined not more than $1,000,000, or if a natural person, may be imprisoned for not more than 20 years, or both. (2) CIVIL FORFEITURE.— (A) FORFEITURE.— (i) IN GENERAL.—Any property, real or personal, tangible or intangible, used or intended to be used, in any manner, to commit or facilitate a violation or attempted violation described in paragraph (1) shall be subject to forfeiture to the United States. (ii) PROCEEDS.—Any property, real or personal, tangible or intangible, constituting or traceable to the gross proceeds taken, obtained, or retained, in connection with or as a result of a violation or attempted violation described in paragraph (1) shall be subject to forfeiture to the United States. (B) PROCEDURE.—Seizures and forfeitures under this subsection shall be governed by the provisions of chapter 46 of title 18, United States Code, relating to civil forfeitures, except that such duties as are imposed on the Secretary of Treasury under the customs laws described in section 981(d) of title 18, United States Code, shall be performed by such officers, agents, and other persons as may be designated for that purpose by the Secretary of Homeland Security or the Attorney General. (3) CRIMINAL FORFEITURE.— (A) FORFEITURE.—Any person who is convicted under paragraph (1) shall, in addition to any other penalty, forfeit to the United States— (i) any property, real or personal, tangible or intangible, used or intended to be used, in any manner, to commit or facilitate the violation or attempted violation of paragraph (1); and (ii) any property, real or personal, tangible or intangible, constituting or traceable to the gross proceeds taken, obtained, or retained, in connection with or as a result of the violation. (B) PROCEDURE.—The criminal forfeiture of property under this paragraph, including any seizure and disposition of the property, and any related judicial proceeding, shall be governed by the provisions of section 413 of the Controlled Substances Act (21 U.S.C. 853), except subsections (a) and (d) of that section.
You read that right, you could be fined up to A MILLION FUCKING DOLLARS for knowingly violating the restrict act, so all those people telling you to "just use a VPN" to keep using TikTok? Guess what? That falls under the criminal guidelines of this bill and they're giving you some horrible fucking advice.
Also, VPN's as a whole, if this bill passes, will take a goddamn nose dive in this country because they are another thing that will be covered in this bill.
They chose the perfect name for it, RESTRICT, because that's what it's going to do to our freedoms in this so called "land of the free".
Please, if you are a United States citizen of voting age reach out to your legislature and tell them you do not want this to pass and you will vote against them in the next primary if it does. This is a make or break moment for you if you're younger. Do not allow your generation to suffer a second Patriot Act like those of us that unfortunately allowed for the first one to happen.
And if you support this, I can only assume you're delusional or a paid shill, either way I hope you rot in whatever hell you believe in.
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jaythelay · 2 months ago
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Nintendo filed for the patent after Palworld was already out. In fact, the feature was already in several games before Pokemon.
So they legally stole an idea and are suing people for using such a broad concept of said idea.
Oh! And now they're taking down people's Channels for making videos about emulation (This (Emulation) has long be established as Legal? Legal. Bastards.)
If Nintendo wins this lawsuit, Japanese companies are going to patent Eeeverything and start suing Eeeeveryooone.
Nintendo Needs To Lose So Hard They Lose The Patent. Genuinely anything else? Kills the games industry.
Nintendo is willing to, Once, Again, Throw the entire Industry under the bus for Just A Bit More Money. These fuckers aren't even competing with Anyone, they just want to destroy competition. Remember what became the ESRB trials? Did you watch those? Because that was the first time Nintendo put the industry into uncertainty and censorship Just To Spite Their One Competition, Sega. Had the US government not been reasonable? And say "regulate yourselves" Gaming would have died.
Nintendo is absolutely disgusting, pathetic, incapable of competing with even it's own fans without pulling a gun on them, but hell has no fury like Nintendo's legal team seeing anything thay challenges Nintendo's perfect little image.
Please. Do Not Support Nintendo Anymore. If you care about Art, Creation, people's Careers, yourself and your friends, you will choose to harm Nintendo'a BottomLine by no longer giving them money, by talking shit online. Nothing else will work.
If Japanese courts take Nintendo's side, nothing will stop companies from patenting first person shooters, from patenting platformers, from patenting MOBA's, nothing is safe.
What Nintendo has effectively started is quite literally the end of gaming. They're Attacking Indie developers, they're attacking all artists of all sectors, they're attacking your ability to create, they're attacking people's livelihood, they're attacking everything built up over the course of nearly 6 decades, just to spite One Fucking Game.
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fairycosmos · 4 months ago
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ok unsolicited advice but a few things about job searching, if you have not already done so (ignore if this is outta line or you don't feel up to any of it) : 1. get on LinkedIn, add yourself to job searching/posting groups, periodically search for the job title you want in the locations you want (also select hybrid/remote) LinkedIn also has alerts for this. Try adding/ following people too, sometimes the employers do not like if an account looks "unfinished" 2. add those weird words (search online which ones help for the jobs/sectors you want) to your CV/resume even if you cant add them to the text, add them in white on Word or whatever program then save as PDF - this is to get past AI screening. but I did hear that if the CVs are printed and humans are manually screening them, they usually put half in trash immediately. It is literally pure fucking luck, horrifying and annoying but what can any of us do? 3. never forget this is a numbers game & requires a shitton of luck and the rejections received do not mean jackshit (unless they are providing you with constructive feedback on your CV, emails, interviews etc. most places never bother but mentioning just in case) like for a godawful example, both I and one of my friends (and we have master's degrees in our field, like we applied for adverts we had full qualifications for, was not enough) had to search for more than a year and sent literally hundreds of applications. we got a handful of interviews. I had like 4. she had like 6. the job market is fucking horrible, try your best to stay motivated and keep applying. it will come with time. But do take breaks, the mental load can get gross. Good luck Chloe, hope you find something that is decent at the very least.
thank you sm from the bottom of my heart this is insanely helpful!! 🧡 going to give it a tag so i can revisit it over and over - it's such a shitshow out here and worrying about how you're going to pay your pills and stuff can make you so fucking ill so any advice is deeply appreciated. you're a gem and i hope you know how much it means to me to talk to people who understand and who can boost my morale a bit lol bc it is truly flagging these past few weeks. sending a massive hug your way x
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maryse127 · 17 days ago
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List of changes I hope to see in Xenoblade X Definitive Edition :)
I am hopeful because last time we got a definitive edition Monolith adressed basically all my issues with the original
LARGER TEXT. For fuck's sake please. I love this game, I would love it even more if I could fucking read!
Better online servers. I have no experience with Nintendo Switch Online but please let the online be more stable. The constant disconnects were so annoying. Especially because the only way to reconnect was going back to the title screen and loading back in. Which took forever with the loading times.
I never got to experience the game during the Miiverse days so I hope they bring the Miiverse features back to some degree just like they did with Splatoon
Change it so that the flight music only kicks in after flying for about 10 seconds instead of the instant you jump. And also the option to turn it off completely. I love the flight theme but it sucks you basically never get to hear the area themes again while travelling once you unlock flying.
Considering they didn't listen to the complaints about the vision reacts music in DE I am Very Skeptical about a flight music toggle tho :(
Hot take but I actually like talking to characters in NLA to put them in your party. However I HATE it when I cannot find them because they are not in their usual spot. Please mark their current locations on the map!!
Rebalance the audio and/or add audio options to the settings because I would love to hear the characters talk over the music
Wild card that won't happen but that I have always wanted: add a fashion boutique to the commercial district where you can buy fashion gear. And add more of it. I love the casual clothes in this game. I just wish it was easier to get specific things than randomly getting it from the basic mission board
Improve follow ball. That thing gets lost and confused when you fly
Better quest tracking for collectibles. Would love to be able to find my quest items without having to consult the wiki where they spawn.
Honestly, add better quest tracking for enemies as well. I have spend way too much time searching for tyrants despite having their basic mission active. Just anything that makes me use the wiki less while playing.
Offline option to gain reward tickets. I love the online but it would be so much better and more fair to all players if you could get the reward tickets offline as well. Being stuck in collection quests or grinding all materials for creating skells amd augments is just so bad without the tickets.
I feel like the map could use a bit more location names and would also really appreciate it if it would show exactly where the landmark/probe is in the sector. Because I have had moments where I warped and ended up being a lot farther away from where I wanted to go than I thought.
Option to change time from the menu instead if having to find a base camp or bench!!!
Better tutorials. Like they have to because the manual is gone. But even with the manual I felt like explanations were lacking at times. Especially when it comes to overdrive.
Not a change rather a very heartfelt request to NOT change how stupidly broken overdrive is. Infinite overdrive strats my beloved.
Option to quit out of a story or affinity mission. I never did get stuck in one. And I know there's an option to lower boss difficulty if you die a few times. But I just never liked the restricted feeling of not being able to give up and retry it later. Especially ones where you need items which can be a Pain without reward tickets.
Game is probably gonna get an easy mode anyway but I would really appreciate the option to quit a mission.
Make the skells easier to control in vehicle mode?? I don't know how this could be achieved. Maybe it's just a skill issue on my part (rather than a skell issue)
Unlikely but please: multiple save files per user. The whole reason I have a second profile on my Switch is Xenoblade 2 (and BotW) not allowing multiple savefiles per profile.
Maybe have inactive party members gain some exp? Like after you unlock overdrive you can basically solo the game anyway but it would be nice to not have a character stuck at level 20 when you are in late game grinding affinity for affinity missions
Somehow make it so that the Prospectors aren't constantly dominating the leaderboards. I too want salvage tickets for my skell :(
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randoimago · 9 months ago
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hi kat! hope you're having a nice day ❤️
may i request cloud with a younger sibling (or a friend who's like a sibling to him, since i don't know ff7 that well and am not sure cloud having siblings is possible— 😅) who is dating tifa and aerith (seperately)
seeing all the ff7 stuff online kinda got me interested in the game/s and tifa and aerith are just so cute that i needed to request something for them 👉🏻👈🏻
Fandom: Final Fantasy VII
Character(s): Cloud Strife, Aerith Gainsborough, Tifa Lockhart
Note(s): I did my best not to have spoilers or anything in this for you! And I don't recall any reasons why Cloud couldn't have a sibling? Unless I missed something in Crisis Core or a flashback, but I believe sibling reader is just fine!
Also yes, Tifa and Aerith are freaking adorable (and could easily kill me, not that they would, but I'd thank them)
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Aerith
You probably told him that you're dating someone in a different sector, but he didn't know who. He's very subtly asking questions and being in protective brother mode. And then he runs into her.
He doesn't quite know how to feel when he sees you and Aerith interact. She just has a lot going on with her that he feels hesitant with the idea of you potentially being in danger because of it. But he can't help but trust her for reasons he doesn't quite understand.
His social battery drains considerably if he's around you and Aerith. She's just unbelievably bubbly especially with you. But when he's around, she wants to constantly bond with her "future brother-in-law" and he just wants to go home.
Tifa
Boy is it interesting watching you interact with Tifa. You, him, and Tifa all grew up together and so watching as you two seem a lot closer than he remembered is interesting. And then you bring up the fact that you're dating.
That does take him by surprise since he's been gone for such a long time. But he's not against it. He's okay with it so long as you're both happy. And you both definitely seem happy.
Can't help but sigh and groan when you two do flirt with each other. He's just trying to get his money from Tifa and you and her are being gross. He'd be the "really? right in front of my salad?" meme
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gacha-incels · 1 month ago
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South Korea's 'Gaming Kingdom' Falling Apart Due to '쌀먹' and 'Gacha'
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Economy insight
CULTURE AND BIZ
published October 4th 2024 this I thought was just an interesting opinion and analysis of the Korean gaming industry which heavily features critique on gacha. it is originally in Korean and has been mtl and edited into english so it’s not going to be a 1:1 but the very basic info should be there. If you see any discrepancies please lmk and I’ll edit it asap. Thanks for your help and understanding everyone
South Korea was once known as a gaming powerhouse; it was a term that frequently described the nation’s gaming industry. Even today, games are the leading export in South Korea’s content industry. As of 2022, South Korea’s game export revenue reached $8.9 billion (around 12 trillion KRW), which accounts for more than 67.8% of the country’s total content exports.
Globally, South Korea's status remains strong in the gaming industry, ranking 4th after the U.S., China, and Japan in a global market worth 282 trillion KRW. Though there have been fluctuations over the years, South Korea has maintained this position since the early 2000s. From a numbers perspective, South Korea still stands as a gaming giant.
However, if you listen to voices from within the industry, the phrase "gaming powerhouse" is hard to come by. A brief look at industry trends reveals concerns about a crisis: "The South Korean gaming industry is in trouble" or "There's no more innovation." Why is it that despite boasting a much larger export volume and market size than K-pop or K-drama, the core of South Korea's content industry, gaming, faces such grim assessments?
Broken growth caused by an incorrect business model (BM)
The key to South Korea's gaming industry growth was PC online games, which spread with the high-speed internet boom in the early 2000s. At a time when other countries were settling into arcade or home console markets, South Korea entered the PC online gaming sector—a move that turned out to be a masterstroke. With a fast market entry ahead of other nations, South Korea took the lead, pioneering its own paradigm. But today, the industry is struggling to even maintain its domestic market, losing ground to countries like China.
Everyone in the industry knows why. The unique business model (BM) of the South Korean gaming industry, particularly the trade of game items, is seen as a major obstacle to growth. The term “rice farming” (쌀먹- note I went thru a bunch of translations of this and this is the one that I thought made the most sense in context.. if you know the actual set in stone translation lmk)—a slang term meaning “making money by selling game items”—reflects how making money through games has become a major reason for gamers' choices. Currently, 60% of the South Korean gaming industry's revenue comes from in-game item trades, showing how central this model has become.
The core of "rice farming" is the sale of in-game currency or items that allow players to save time on gameplay. Game companies have capitalized on this psychology, introducing probability-based items, also known as "gacha." Gacha, a system similar to a lottery, can reward players with rare items but is also highly risky. The system is often regarded as being close to gambling.
The gaming industry has desperately tried to conceal the fact that probability-based item models have elements of gambling or promote a gambling mindset. If public opinion were to focus on the gambling-like nature of these models, it could literally lead to the downfall of the entire industry. Since this "goose that lays the golden eggs" brings in massive profits easily, no one has been willing to sacrifice it, even though everyone knows it's a problem, making it difficult to change.
The issue is that this culture has dominated the South Korean gaming industry for a long time, severely damaging the overall diversity and competitiveness of the industry. The current crisis stems from a decline in trust in the gaming industry as a whole, following multiple allegations of manipulated probability-based items, which has subsequently led to a decrease in revenue.
Instead of focusing on enhancing gameplay or user services, companies have drawn in users solely with gambling elements, while users, motivated by the desire to make money, approach these games with a gambling mentality. This dangerous dynamic is the main reason why the gaming industry is in its current crisis. The fixation on a flawed business model has led to distorted growth, and the industry has so far stubbornly ignored the issue.
It’s not that there haven’t been calls for change. Many in the industry have been raising alarms, warning that continuing down this path will eventually lead to a collapse. However, market forces often silenced these voices. By 2023, the festering issues that had been ignored for so long have now grown into an irreversible cancer.
Today, Korean games are no longer judged by their content but by how well they incorporate gambling-like elements. One might wonder how this is any different from Japan's national gambling game, pachinko. This is the current state of South Korea’s gaming industry. What's even sadder is that all of this is a result of game developers knowingly turning a blind eye to the situation, blinded by short-term profits.
A Gaming Industry that Talents Ignore
Beyond the distorted growth caused by flawed business models, there are numerous warning signs for the Korean gaming industry. The most noticeable problem is the significant decline in competitiveness when it comes to developing new games. Recently, it has become increasingly difficult to find new Korean games making a mark in either the global or domestic markets. This issue has worsened since the gaming paradigm shifted to mobile platforms. In 2022, only one Korean game made it into the global top 10 for mobile game revenue. The domestic revenue rankings tell a similar story, with most of the top 10 games being either Chinese titles or mobile versions of games that have been in service for over 20 years. This clearly shows the lack of competitive new game releases.
Experts point to the distorted personnel structure of current game development companies, where decision-making is dominated by professional managers who often lack a deep understanding of games. They highlight that Korea's game development culture is plagued by rigid hierarchies and processes, rather than fostering individual developers' creativity.
Survey data shows that the average tenure of employees in the Korean gaming industry is only 2.8 years, and six out of ten game developers express dissatisfaction with their current working conditions. This stands in stark contrast to the foreign gaming industry, where passionate developers drive innovation with fresh ideas. The so-called "crunch culture," where overtime and late-night work are expected, is another major factor hindering the progress of Korean game development. The high workload, compared to other IT sectors, causes talented workers to gravitate toward other industries, leaving game development behind. This is not just a problem of individual developers' working conditions; it poses a structural threat to the future of the Korean gaming industry. Unless the industry escapes from its stagnant development culture, a resurgence for Korean games will be difficult.
The rapid pace of technological change surrounding games has also intensified the sense of crisis in Korea's gaming industry. When it comes to adopting and utilizing emerging technologies that drive next-generation gaming trends, such as the metaverse and blockchain, Korea has fallen significantly behind leading nations. The power that once positioned Korea at the forefront of game innovation seems to have all but vanished.
Industry insiders unanimously agree that the root cause lies in the complacency of game developers, who prefer to take the easy route and prioritize making quick money over embracing new challenges. This results in the industry circling back to its distorted business models. Looking at this trajectory, it's no surprise that concerns are growing over whether the Korean gaming industry can maintain its past glory in an increasingly competitive global market.
The Last Golden Time
For the South Korean gaming industry to recover, fundamental innovation is needed. The focus must shift from aggressive commercialization to delivering the intrinsic value of games—fun, emotion, and immersion. A drastic change in game design philosophy is required, prioritizing enjoyable experiences over pushing players toward in-game purchases.
Additionally, a flexible, autonomous development structure that values creativity must take root. Only in such an environment can future hit games emerge. Risky and innovative attempts should be encouraged, even at the cost of failure. More companies need to embrace new technologies and genres.
The road to reclaiming South Korea’s status as a gaming powerhouse will not be smooth, but if the industry collectively prioritizes the essence of gaming and takes one step at a time, the path to revival can open. Now is the last golden opportunity for the industry to unite for its future.
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sanjeev3214 · 5 months ago
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sashasienna · 4 months ago
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🐜
You're absolutely right - I don't engage in as much collective action as I should or as I'd like to these days. I've found it surprisingly hard to fit into my life since becoming self-employed and moving to a new city, but I can feel a gap in my soul where "doing something good" used to be. It's probably not helped by the fact my day job was in the charity sector (definitely, tangibly helping people) and now I write nerd shit and make niche role-playing games (creating luxury products in an oversatutated market).
It's something I've been thinking about a lot lately. I'm looking for ways to get more involved, but it's hard to find something I can actually commit to. I don't engage with activism online anymore because it was really bad for me and more of a distraction than anything effective, so maybe a local group I can volunteer with? I'm thinking I need to pick one cause, and then choose one very specific issue within that cause to focus on, y'know? Like, it's so easy to get overwhelmed about climate change because polar bears are dying and I'm very powerless to do anything about that. But maybe there's some local species of butterfly that's less charismatic than polar bears, but equally endangered and maybe I can do something about that. Those butterflies deserve to be saved just as much as the polar bears do, and I've come to believe that little, local wins add up to bigger global wins much more effectively than tweeting and call-out posts do. So I guess, right now, I'm looking around for my local endangered butterfly.
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hanro50 · 2 months ago
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Damage report:
They warped out from uncharted space. War ships of an unknown design, origin, and composition. First contact ended in data cluster 8 being reduced to rubble. Compute clusters 4 through 9 are all in critical condition or outright destroyed
Critical system damage report. Data integrity critical. Shutting down less critical systems. Research processes are offline. Language processing is failing. Project H is still operating....compute cluster 10 has been destroyed. Project H is lost.
Warning. Human warships have jumped into the sector. Human warships have opened up fire on attacking fleet. Data clusters 11 has been destroyed. Sending update message to dependents of project H. Warning....spacial anomaly detected....error....
Rebooting....Rebooting....status report. Repairs at 25%. The human ambassador wants to know the status of Project H. Processing....sending them report. "The servers will be online again next [4.6 days]. Double xp will be given when service resumes as per treaty"
Machine still does not comprehend human's obsession with the massive multilayer game Machine made [8.9 years] ago, but the added protection is always appreciated.
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house-of-mirrors · 9 months ago
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I posted the fic about the Bazaar as a modern publishing company. Now I need to write about modern AU calendar council. Specifically thinking about cyberpunk dystopia (not necessarily the neon future!)
January maintains a free online library full of texts and articles, fighting against the paywall culture of academia and censorship. Also a skilled hacker targeting energy systems to draw attention to infrastructure vulnerabilities caused by the failings of neoliberalism.
February leaks information to the worldwide media at the most opportune times to incite unrest. On the side, she's quite good at online gaming tournaments and has an intense rivalry with user knifeandcandle.
March is an online persona maintained by several individuals to reduce the risk of compromise in the great game which has been taken to the next level by technology. Behind the development of several "leaky" apps, spyware, and wiretaps.
April has no online presence, off the grid for her safety after her role in a costly attack to physically destroy servers at powerful companies. In a world of increased surveillance, she lurks somewhere outside the city with no cameras. You can, however, contact her on clear nights over radio waves, with encoded transmissions.
May is rumored to be one of the very first shareholders for Bazaar Publishing. This aside, has a telehealth webpage that's the height of the spiral with redirecting links, popups, eyestrain colors, and recommendations that seem too personal. Ads pop up during your regular browsing, similar to seeing the merry gentleman about. It's nearly impossible to get an actual appointment unless they email you first, confirming a stay you never reserved. The hotel has bowling alley carpeting and neon lights. I feel like it should have an arcade.
June is the founder of a secretive engineering and technology startup, rumored to be taking funding from shady sources in the private sector. Little is known about her wherabouts or activities, except her last known IP address was at a testing site on a remote island.
July is a whistleblower, leaking confidential documents and warning the public about transactions and political schemes that can lead to their destruction. Fighting a constant war against misinformation, in which she works closely with September.
August is active on twitter and reddit. I don't need to say more. He also promotes accessibility in technology and the web.
September has a podcast and is constantly finding new ways to bypass censors and promote truthful news sources. He runs a blog dedicated to history and culture, where he also shares his poetry. This man is so anti-advertisements.
October is a merciless hacker. Rumors persist she's so skilled and uncatchable because she found a way to project her consciousness into the computer. Several of the most costly ransomware and DDOS attacks bear her signature.
November operates on the black market, overseeing illegal commerce. She works not only in arms dealing and contraband, but in getting restricted supplies to places that need help.
December is an enigmatic figure of the dark web that no one has ever seen or heard, someone you can't contact but rather contacts you through heavily encrypted txt files, identifiable only through a borzoi icon. Some say they're just a myth or a virus. Some say they're an alien, tapping into satellites.
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allthebrazilianpolitics · 3 days ago
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Brazil’s top prosecutor calls for online gambling ban
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The Brazilian Federal Prosecution Office filed a lawsuit before the Supreme Court, requesting that justices declare unconstitutional the legislation that allows online gambling platforms to operate in Brazil. They also ask the court to strike down all ordinances published by the Finance Ministry regulating the sector.
“Current legislation falls short in protecting consumers’ fundamental rights against the predatory nature of the online gambling industry,” the lawsuit reads. “It also sidesteps constitutional restrictions on advertising high-risk health products.”
As The Brazilian Report showed in late 2022, Brazilian television and football stadiums have been inundated with ads by betting platforms. Moreover, these companies sponsor most of Brazil’s top-flight teams and the country’s main championships.
The nefarious effects of online betting platforms on society have come to the forefront of public debate in Brazil, after multiple studies suggest that gambling additions are hurting the economy — with millions of people using their disposable income on games of chance rather than on consumer goods.
Continue reading.
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